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Proceedings of the Fourth Annual Teachers College Educational ...

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control and mastery increased in virtual play, confirming existing findings in videogames research (Colley,<br />

2003; Jenkins, 2006). Unrelated to gender, both girls and boys showed a decrease in o<strong>the</strong>r dimensions<br />

associated with agency, including feelings <strong>of</strong> self-confidence, self-evaluation, and self-assertion.<br />

The research presented here breaks new ground on several levels. First, it compares similar physical<br />

and virtual activity in an experimental study to determine <strong>the</strong> effects <strong>of</strong> mode on creativity and agency<br />

perceptions. No o<strong>the</strong>r known study has made such a comparison. Second, it brings children’s selfperceptions<br />

to <strong>the</strong> study <strong>of</strong> virtual play activity so that we might better understand <strong>the</strong> implications <strong>of</strong><br />

transferring different types <strong>of</strong> activities from physical to virtual spaces on concepts <strong>of</strong> self, important to<br />

overall development and knowledge construction. Third, it addresses surprising gender differences found<br />

for both creativity and agency perceptions. Finally, it introduces <strong>the</strong> CAM model as a framework for how<br />

we might approach <strong>the</strong> study and design <strong>of</strong> interactive virtual technology going forward.<br />

References<br />

Bronfenbrenner, U. (2005). Making human beings human: Bioecologial perspectives on human<br />

development. Thousand Oaks, CA: Sage Publications, Inc.<br />

Bronfenbrenner, U. (1979). The ecology <strong>of</strong> human development: Experiments by nature and design.<br />

Cambridge, Massachusetts: Harvard University Press.<br />

Colley, A. (2003). Gender differences in adolescents’ perceptions <strong>of</strong> <strong>the</strong> best and worst aspects <strong>of</strong><br />

computing at school. Computers in Human Behavior 19(6), pp. 673-682.<br />

http://dx.doi.org.libproxy.rpi.edu/10.1016/S0747-5632(03)00022-0<br />

Craft, A. (2000). Creativity across <strong>the</strong> primary curriculum: Framing and developing practice. London, UK:<br />

Routledge.<br />

Gee, J. (2007). Good video games + good learning: Collected essays on video games, learning and<br />

72

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