語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
The Creation of STEM Role Models: An...
~
Cherchiglia, Leticia Lana.
FindBook
Google Book
Amazon
博客來
The Creation of STEM Role Models: An Exploratory Study on the Design of Mentoring Characters for a STEM Gaming Website.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Creation of STEM Role Models: An Exploratory Study on the Design of Mentoring Characters for a STEM Gaming Website./
作者:
Cherchiglia, Leticia Lana.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2019,
面頁冊數:
133 p.
附註:
Source: Dissertations Abstracts International, Volume: 81-04, Section: A.
Contained By:
Dissertations Abstracts International81-04A.
標題:
Multimedia communications. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13901842
ISBN:
9781085677677
The Creation of STEM Role Models: An Exploratory Study on the Design of Mentoring Characters for a STEM Gaming Website.
Cherchiglia, Leticia Lana.
The Creation of STEM Role Models: An Exploratory Study on the Design of Mentoring Characters for a STEM Gaming Website.
- Ann Arbor : ProQuest Dissertations & Theses, 2019 - 133 p.
Source: Dissertations Abstracts International, Volume: 81-04, Section: A.
Thesis (Ph.D.)--Michigan State University, 2019.
This item must not be sold to any third party vendors.
The use of interactive activities in classrooms (e.g., digital games) has been linked to a boost in students' motivation, interest, and learning. Such mediated environments usually include visual representations of the user (e.g., avatars) and/or mentoring characters (e.g., virtual mentors). It has been suggested that the psychological connection between users and their avatar (or virtual mentors) can potentially increase the effects of positive educational outcomes. When considering the context of STEM (Science, Technology, Engineering, and Mathematics) education, the lack of effective STEM role models has been connected with the reinforcement of stereotypes in STEM, which in turn have negative psychological and academic effects in students - such as lower performance and lower interest in STEM subjects, as well as feelings of unbelonging to STEM fields. Negative outcomes are stronger among minority groups in STEM (i.e., women and non-white men) and can affect students even at a young age, undermining their interest in pursuing STEM careers in the future.The current research project aims to explore if virtual mentors can be used as STEM role models for middle school students in a STEM gaming website. This project aims to contribute to the broad field of Human Computer Interaction (HCI) by investigating how different designs for virtual mentors (i.e., STEM-looking or non-STEM looking) in a STEM gaming website can affect 1) middle schoolers' perceptions of virtual mentors as STEM role models and 2) middle schoolers' Growth Mindset behavior, interest in STEM skills, and self-efficacy related to learning STEM topics (STEM learning self-efficacy) and being successful in STEM subjects (STEM academic self-efficacy). User Experience (UX) principles guided the design of the virtual mentors and the STEM gaming website; the psychological connection between students and their virtual mentors was drawn from previous literature focused mainly in learning theories (e.g., Social Cognitive Theory, Growth Mindset), stereotypes (e.g., Stereotype Threat), and avatars (e.g., Proteus effect).Results suggest that girls and boys perceive and interact with the STEM gaming website in similar ways, but differences exist when considering pre-to-post change in STEM metrics. While all participants showed an overall increase in Growth Mindset and STEM learning self-efficacy after website use, when compared to boys, girls showed a greater increase in STEM learning self-efficacy. Regarding STEM skill interest, girls and boys demonstrated an opposite behavior: girls showed an increase in STEM skill interest, while boys showed a decrease. Regarding the design of the virtual mentors, during interviews all participants were more inclined to choose a STEM virtual mentor and to perceive STEM virtual mentors as better role models (i.e., more successful and better in facilitating learning) than non-STEM virtual mentors. However, when considering STEM metrics, it seems that boys would benefit more positively from having STEM virtual mentors while for girls it would be better to have non-STEM virtual mentors. Finally, there are reasons to believe that identification with the virtual mentor can indeed impact middle schoolers' STEM metrics and such impact is different for girls and boys; thus, future research should consider the effects of choosing and/or customizing a virtual mentor - both features were suggested by participants as improvements for the website.This exploratory study is a first step towards the understanding of the psychological connection between users and their virtual mentors in a STEM gaming website through the lenses of both learning and avatar theories.
ISBN: 9781085677677Subjects--Topical Terms:
590562
Multimedia communications.
Subjects--Index Terms:
Character design
The Creation of STEM Role Models: An Exploratory Study on the Design of Mentoring Characters for a STEM Gaming Website.
LDR
:04953nmm a2200385 4500
001
2266440
005
20200612094448.5
008
220629s2019 ||||||||||||||||| ||eng d
020
$a
9781085677677
035
$a
(MiAaPQ)AAI13901842
035
$a
AAI13901842
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Cherchiglia, Leticia Lana.
$3
3543634
245
1 4
$a
The Creation of STEM Role Models: An Exploratory Study on the Design of Mentoring Characters for a STEM Gaming Website.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2019
300
$a
133 p.
500
$a
Source: Dissertations Abstracts International, Volume: 81-04, Section: A.
500
$a
Advisor: Ratan, Rabindra.
502
$a
Thesis (Ph.D.)--Michigan State University, 2019.
506
$a
This item must not be sold to any third party vendors.
520
$a
The use of interactive activities in classrooms (e.g., digital games) has been linked to a boost in students' motivation, interest, and learning. Such mediated environments usually include visual representations of the user (e.g., avatars) and/or mentoring characters (e.g., virtual mentors). It has been suggested that the psychological connection between users and their avatar (or virtual mentors) can potentially increase the effects of positive educational outcomes. When considering the context of STEM (Science, Technology, Engineering, and Mathematics) education, the lack of effective STEM role models has been connected with the reinforcement of stereotypes in STEM, which in turn have negative psychological and academic effects in students - such as lower performance and lower interest in STEM subjects, as well as feelings of unbelonging to STEM fields. Negative outcomes are stronger among minority groups in STEM (i.e., women and non-white men) and can affect students even at a young age, undermining their interest in pursuing STEM careers in the future.The current research project aims to explore if virtual mentors can be used as STEM role models for middle school students in a STEM gaming website. This project aims to contribute to the broad field of Human Computer Interaction (HCI) by investigating how different designs for virtual mentors (i.e., STEM-looking or non-STEM looking) in a STEM gaming website can affect 1) middle schoolers' perceptions of virtual mentors as STEM role models and 2) middle schoolers' Growth Mindset behavior, interest in STEM skills, and self-efficacy related to learning STEM topics (STEM learning self-efficacy) and being successful in STEM subjects (STEM academic self-efficacy). User Experience (UX) principles guided the design of the virtual mentors and the STEM gaming website; the psychological connection between students and their virtual mentors was drawn from previous literature focused mainly in learning theories (e.g., Social Cognitive Theory, Growth Mindset), stereotypes (e.g., Stereotype Threat), and avatars (e.g., Proteus effect).Results suggest that girls and boys perceive and interact with the STEM gaming website in similar ways, but differences exist when considering pre-to-post change in STEM metrics. While all participants showed an overall increase in Growth Mindset and STEM learning self-efficacy after website use, when compared to boys, girls showed a greater increase in STEM learning self-efficacy. Regarding STEM skill interest, girls and boys demonstrated an opposite behavior: girls showed an increase in STEM skill interest, while boys showed a decrease. Regarding the design of the virtual mentors, during interviews all participants were more inclined to choose a STEM virtual mentor and to perceive STEM virtual mentors as better role models (i.e., more successful and better in facilitating learning) than non-STEM virtual mentors. However, when considering STEM metrics, it seems that boys would benefit more positively from having STEM virtual mentors while for girls it would be better to have non-STEM virtual mentors. Finally, there are reasons to believe that identification with the virtual mentor can indeed impact middle schoolers' STEM metrics and such impact is different for girls and boys; thus, future research should consider the effects of choosing and/or customizing a virtual mentor - both features were suggested by participants as improvements for the website.This exploratory study is a first step towards the understanding of the psychological connection between users and their virtual mentors in a STEM gaming website through the lenses of both learning and avatar theories.
590
$a
School code: 0128.
650
4
$a
Multimedia communications.
$3
590562
650
4
$a
Science education.
$3
521340
650
4
$a
Design.
$3
518875
653
$a
Character design
653
$a
Exploratory design
653
$a
Social cognitive theory
653
$a
STEM learning games
653
$a
STEM Role models
653
$a
Virtual mentors
690
$a
0558
690
$a
0714
690
$a
0389
710
2
$a
Michigan State University.
$b
Information and Media - Doctor of Philosophy.
$3
3278866
773
0
$t
Dissertations Abstracts International
$g
81-04A.
790
$a
0128
791
$a
Ph.D.
792
$a
2019
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13901842
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9418674
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入