Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Game-based learning environments hold great promise for engaging learners. Yet game mechanics can initially pose barriers for students with less prior gaming experience.  examines game-based learning for a popu- lation of middle school learners in the US, where female students tend to have less gaming experience than male students. In a pilot study with an early version of ENGAGE, a game-based learning environment for middle school computer science education, female students reported higher initial frustration. To address this critical issue,  developed a prototype learning companion de- signed specifically to reduce frustration through the telling of autobiographical stories. In a pilot study of two 7 th grade classrooms, female students responded especially positively to the learning companion, eliminating the gender gap in reported frustration. The results suggest that introducing learning companions can directly contribute to making the benefits of game-based learning equitable for all learners.
['Philip Sheridan Buffum', 'Kristy Elizabeth Boyer', 'Eric N. Wiebe', 'Bradford W. Mott', 'James C. Lester']
I am writing a research paper on a idea Mind the Gap: Improving Gender Equity in Game-Based Learning Environments with Learning Companions
[{"from": "human", "value": "I am writing a research paper on a idea Mind the Gap: Improving Gender Equity in Game-Based Learning Environments with Learning Companions"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Game-based learning environments hold great promise for engaging learners. Yet game mechanics can initially pose barriers for students with less prior gaming experience.  examines game-based learning for a popu- lation of middle school learners in the US, where female students tend to have less gaming experience than male students. In a pilot study with an early version of ENGAGE, a game-based learning environment for middle school computer science education, female students reported higher initial frustration. To address this critical issue,  developed a prototype learning companion de- signed specifically to reduce frustration through the telling of autobiographical stories. In a pilot study of two 7 th grade classrooms, female students responded especially positively to the learning companion, eliminating the gender gap in reported frustration. The results suggest that introducing learning companions can directly contribute to making the benefits of game-based learning equitable for all learners."}]