Gender in E-Learning and Educational Games : A Reader
Verlag
Introduction . . 7
Virtual Spaces for Playing and Learning: Gender-Sensitive Reflections, Examples, and Consequences . . 11
The Invisible Gender of the New Media . . 25
Gender and E-Learning Gender Gap in the Perception of Communication in Virtual Learning Environments . . 31
Text-Based Learning versus Learning with Computer Simulations: Does Gender Matter? . . 39
Speaker/Gender Effect: Effects of Using Female Voices for Auditory Explanatory Text . . 53
A Methodological Approach to Address Individual Factors and Gender Differences in Adaptive E-Learning . . 71
Gender Differences in Technological Sciences as Self-Fulfilling Prophecies:
Stereotype Threat in E-Learning . . 85
Gender-Sensitive E-Learning between Rhetoric and Reality? . . 91
Gender-Sensitive E-Learning Didactics in Information and Communication Technology Courses and Career Counselling: A Case Study of an Online Gender-Sensitivity Training for Teachers and Career Counsellors . . 103
Best Practice Example: Gender in Continuing Vocational Training . . 113
Delta3: An "E-Gender-Strategy Project" of the TU, BOKU & Academy of Fine Arts in Vienna . . 127
Gender Mainstreaming and E-Learning: The Accomplishment of Checklists and Guidelines . . 141
Gender Training for E-Learning Projects . . 157
Gender Mainstreaming of E-Learning Courses: Theoratical Review, Design Considerations, and Usage Differences . . 171
Help! I Am Becoming a Dad! E-Learning for Real Men: A Digital Guide for Fathers-To-Be . . 195
Gender and Educational Games LizzyNet: Self-Directed Learning and Educational Games . . 205
Japan: Games for, by and about Girls . . 223
Learning Can't Be Fun, Can It? . . 241
Warriors from Mars, Archers from Venus? - Gender Differences in Massively Multiplayer Online Role Playing Games . . 263
Improving Game Design by Understanding the Gender Differences: The Cognitive Approach . . 281
A Roleplay for Girls: The Research Based Development of an Interactive Career Platform . . 293
Historical Missions as Mobile Edutainment-Applications on School Trips. Pilot Project: "Golden Times" at Weimar - A Mobile Adventure in German Classicism . . 309