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January 2012 Volume 15 Number 1 - Educational Technology ...

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Table 2. Survey results for use of computer games<br />

Level of Use Sixth Grade Students<br />

(1 F no reply)<br />

Seventh Grade Students<br />

(1 M no reply)<br />

Male (total 20) Female (total 31) Male (total 45) Female (total 56)<br />

Never 4 (20%) 0 (00%) 14 (31%) 13 (23%)<br />

Rarely (1 or 2 X per month) 6 (30%) 8 (26%) 12 (27%) 23 (41%)<br />

Occasionally (1 or 2 X per week) 6 (30%) 11 (35%) 11 (24%) 14 (25%)<br />

Frequently (daily) 4 (20%) 12 (39%) 8 (18%) 6 (11%)<br />

This information tells us that the majority of these students had some experience with computer games, with only<br />

18% overall having no experience at all. It is important to point out that the term ‘games’ was broadly defined and<br />

examples were not requested.<br />

Table 3 presents the results related to use of console games. Again, the results are presented in terms of the numbers<br />

and percentage of males or females, by grade level, responding to the question.<br />

Table 3. Survey results for use of console games<br />

Level of Use Sixth Grade Students<br />

(1 F no reply)<br />

Seventh Grade Students<br />

(1 M no reply)<br />

Male (total 20) Female (total 31) Male (total 45) Female (total 56)<br />

Never 1 (05%) 5 (16%) 1 (02%) 4 (07%)<br />

Rarely (1 or 2 X per month) 2 (10%) 7 (23%) 4 (09%) 31 (55%)<br />

Occasionally (1 or 2 X per week) 6 (30%) 13 (42%) 18 (40%) 18 (32%)<br />

Frequently (daily) 11 (55%) 6 (19%) 22 (49%) 3 (06%)<br />

A two-way ANOVA (grade by gender) found a highly significant main effect for gender with a large effect size<br />

(F(1,148)=37.0<strong>15</strong>, p = .000; hp 2 = .2). Neither the main effect for grade nor the interaction were significant. As<br />

demonstrated in Table 3, more boys reported playing console games, with fewer boys indicating never using console<br />

games (Sixth grade=5%, Seventh grade=2%) compared with girls (Sixth grade=16%, Seventh grade=7%), and more<br />

boys reported using them daily (Sixth grade=55%, Seventh grade=49%). Girls did hold their own in playing console<br />

games monthly or weekly, but clearly boys play console games more often.<br />

Table 4. Post module survey responses about experiencing presence<br />

Level of Use Sixth Grade Students<br />

Seventh Grade Students<br />

(1 F no reply)<br />

(1 M no reply)<br />

Male (total 20) Female (total 31) Male (total 45) Female (total 56)<br />

Sense of ‘being there’ 3 (21%) 10 (40%) 4 (10%) 8 (14%)<br />

Interacted with others in Scientopolis 2 (14%) 11 (44%) 3 (07%) 11 (20%)<br />

Felt people in Scientopolis talked<br />

directly to them<br />

4 (29%) 8 32%) 6 (<strong>15</strong>%) 5 (09%)<br />

Felt they were all together in the game<br />

with others in Scientopolis<br />

4 (29%) 8 (32%) 8 (20%) 8 (14%)<br />

Since responses to the survey items related to presence in the game are not intervally scaled, a chi-square analysis<br />

was used. Answers to the four most important items in the post module survey questions about whether students<br />

experienced presence in the game seem to indicate their experiences were mixed, and are presented in Table 4. The<br />

first question asked to what extent students had a sense of ‘being there’ inside the Scientopolis game module.<br />

Overall, 55% of all the students indicated some level of ‘being there’. A chi-square analysis was used to compare<br />

males and females in reporting presence, based on the previous analysis which showed gender to be more significant<br />

than grade. In this case, there were no significant differences found (χ 2 (2)=3.876, p

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