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How STEM Game Design Participants Discuss Their Project Goals and Their Success Differently

  • Denise M. Bressler
  • , Leonard A. Annetta
  • , Alexis Dunekack
  • , Richard L. Lamb
  • , David B. Vallett
  • East Carolina University
  • University of Nevada, Las Vegas

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

3 Scopus citations

Abstract

This study explored whether participation in a high school STEM game design enrichment program influenced students’ discussions of their project goals and success. In our sample, seven students participated in the game design program, while ten received traditional instruction. Post-interviews were conducted using a semi-structured protocol in order to capture students’ lived experience in a rich, meaningful way. Transcripts were qualitatively coded by two researchers. Connections between codes were analyzed using epistemic network analysis. Based on experience grouping, we investigated whether there was a difference in how students discussed 1) their projects? and 2) their success? Our findings revealed that students who received traditional instruction discussed performance goals, while game design participants discussed learning goals. Game design participants also discussed persistence in relationship to their success; the traditionally instructed students did not attribute their success to persistence. Overall, our combined results indicate that students who received traditional instruction were performance-oriented, while game design participants were mastery-oriented. Designing STEM games is one potential method for helping students develop the mastery orientation that they need for success in future STEM careers and for their future in general.

Original languageEnglish
Title of host publicationAdvances in Quantitative Ethnography - 3rd International Conference, ICQE 2021, Proceedings
EditorsBarbara Wasson, Szilvia Zörgő
PublisherSpringer Science and Business Media Deutschland GmbH
Pages176-190
Number of pages15
ISBN (Print)9783030938581
DOIs
StatePublished - 2022
Event3rd International Conference on Quantitative Ethnography, ICQE 2021 - Virtual, Online
Duration: Nov 6 2021Nov 11 2021

Publication series

NameCommunications in Computer and Information Science
Volume1522 CCIS
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937

Conference

Conference3rd International Conference on Quantitative Ethnography, ICQE 2021
CityVirtual, Online
Period11/6/2111/11/21

Keywords

  • Game design
  • Goal orientation
  • Mastery
  • Performance
  • Persistence
  • STEM

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