Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame
Serious games (SGs) provide an opportunity to address social issues in an interactive environment that is particularly appealing and engaging for school-aged children. Gender stereotypes are one of the most prevalent gender-related issues in current society. Stereotypes appear at early ages and are...
| Autores: | , , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Universidad Autónoma de Madrid |
| Repositorio: | Biblos-e Archivo. Repositorio Institucional de la UAM |
| Idioma: | inglés |
| OAI Identifier: | oai:repositorio.uam.es:10486/711620 |
| Acceso en línea: | http://hdl.handle.net/10486/711620 https://dx.doi.org/10.3390/educsci13101004 |
| Access Level: | acceso abierto |
| Palabra clave: | game-based learning gender stereotypes serious games technology-enhanced learning videogame Informática |
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Blue is for boys and pink is for girls: how to break gender stereotypes with a videogameYañez, Alma Gloria BarreraAlonso Fernández, CristinaPérez Colado, Víctor ManuelFernández Manjón, Baltasargame-based learninggender stereotypesserious gamestechnology-enhanced learningvideogameInformáticaSerious games (SGs) provide an opportunity to address social issues in an interactive environment that is particularly appealing and engaging for school-aged children. Gender stereotypes are one of the most prevalent gender-related issues in current society. Stereotypes appear at early ages and are a global problem, even if they are particularly prevalent in certain cultures and countries. This paper presents an early acceptance evaluation of Kiddo, a serious game, to address gender stereotypes in Mexico. The game has been designed to address four of the main gender stereotypes still present in children in Mexico, and it is intended to be used in classes by teachers to provide a common experience for the class and to start a discussion about gender stereotypes. The evaluation was carried out with a prototype of the game and consisted of two separate stages. First, we verified both the usability of the game and its acceptance with a sample including teachers and gender experts (10 participants). Second, we carried out a complete formative evaluation with teachers (32 participants) who will oversee the later application of the game to ensure their acceptance of the game as a tool to use in their classes. The initial results of both usability and acceptance questionnaires are promising and have provided a useful insight into the strengths and areas of improvement for the game, and they are being incorporated into the final version of Kiddo. Besides improving the game, these results are additionally being used to better understand teachers’ perspectives and enrich the companion teacher pedagogic guide to simplify the game application in the classroomThis work was partially funded by the Regional Government of Madrid (eMadrid S2018/TCS4307, co-funded by the European Structural Funds FSE and FEDER), by the Ministry of Education (PID2020-119620RB-I00), and by a student grant from Fundación CarolinaMDPIDepartamento de Ingeniería InformáticaEscuela Politécnica Superior20232023-10-02research articlehttp://purl.org/coar/resource_type/c_2df8fbb1VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10486/711620https://dx.doi.org/10.3390/educsci13101004reponame:Biblos-e Archivo. Repositorio Institucional de la UAMinstname:Universidad Autónoma de MadridInglésengopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccessoai:repositorio.uam.es:10486/7116202026-06-23T12:46:27Z |
| dc.title.none.fl_str_mv |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame |
| title |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame |
| spellingShingle |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame Yañez, Alma Gloria Barrera game-based learning gender stereotypes serious games technology-enhanced learning videogame Informática |
| title_short |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame |
| title_full |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame |
| title_fullStr |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame |
| title_full_unstemmed |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame |
| title_sort |
Blue is for boys and pink is for girls: how to break gender stereotypes with a videogame |
| dc.creator.none.fl_str_mv |
Yañez, Alma Gloria Barrera Alonso Fernández, Cristina Pérez Colado, Víctor Manuel Fernández Manjón, Baltasar |
| author |
Yañez, Alma Gloria Barrera |
| author_facet |
Yañez, Alma Gloria Barrera Alonso Fernández, Cristina Pérez Colado, Víctor Manuel Fernández Manjón, Baltasar |
| author_role |
author |
| author2 |
Alonso Fernández, Cristina Pérez Colado, Víctor Manuel Fernández Manjón, Baltasar |
| author2_role |
author author author |
| dc.contributor.none.fl_str_mv |
Departamento de Ingeniería Informática Escuela Politécnica Superior |
| dc.subject.none.fl_str_mv |
game-based learning gender stereotypes serious games technology-enhanced learning videogame Informática |
| topic |
game-based learning gender stereotypes serious games technology-enhanced learning videogame Informática |
| description |
Serious games (SGs) provide an opportunity to address social issues in an interactive environment that is particularly appealing and engaging for school-aged children. Gender stereotypes are one of the most prevalent gender-related issues in current society. Stereotypes appear at early ages and are a global problem, even if they are particularly prevalent in certain cultures and countries. This paper presents an early acceptance evaluation of Kiddo, a serious game, to address gender stereotypes in Mexico. The game has been designed to address four of the main gender stereotypes still present in children in Mexico, and it is intended to be used in classes by teachers to provide a common experience for the class and to start a discussion about gender stereotypes. The evaluation was carried out with a prototype of the game and consisted of two separate stages. First, we verified both the usability of the game and its acceptance with a sample including teachers and gender experts (10 participants). Second, we carried out a complete formative evaluation with teachers (32 participants) who will oversee the later application of the game to ensure their acceptance of the game as a tool to use in their classes. The initial results of both usability and acceptance questionnaires are promising and have provided a useful insight into the strengths and areas of improvement for the game, and they are being incorporated into the final version of Kiddo. Besides improving the game, these results are additionally being used to better understand teachers’ perspectives and enrich the companion teacher pedagogic guide to simplify the game application in the classroom |
| publishDate |
2023 |
| dc.date.none.fl_str_mv |
2023 2023-10-02 |
| dc.type.none.fl_str_mv |
research article http://purl.org/coar/resource_type/c_2df8fbb1 VoR http://purl.org/coar/version/c_970fb48d4fbd8a85 |
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info:eu-repo/semantics/article |
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article |
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http://hdl.handle.net/10486/711620 https://dx.doi.org/10.3390/educsci13101004 |
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http://hdl.handle.net/10486/711620 https://dx.doi.org/10.3390/educsci13101004 |
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Inglés eng |
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Inglés |
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eng |
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open access http://purl.org/coar/access_right/c_abf2 |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 |
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openAccess |
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application/pdf |
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MDPI |
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MDPI |
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reponame:Biblos-e Archivo. Repositorio Institucional de la UAM instname:Universidad Autónoma de Madrid |
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Universidad Autónoma de Madrid |
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