Influences of Gender and Computer Gaming Experience in Occupational Desktop Virtual Environments: A Cross-Case Analysis Study
ARTICLE
Lynna Ausburn, Floyd Ausburn, College of Education, Oklahoma State University, Stillwater, OK, United States ; Paul Kroutter, Criminal Justice Studies, University of Arkansas-Fort Smith, AR, United States
IJAVET Volume 4, Number 4, ISSN 1947-8607 Publisher: IGI Global
Abstract
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex, occupationally-specific DVEs. Two oppositely-gendered occupations were sampled in the technical studies: surgical technology and policing. The cross-case analysis confirmed in the occupationally-specific DVEs the gender effect in favor of males on spatial learning that has been documented in previous research literature. It also supported a gaming experience effect in favor of more experienced gamers, but did not clearly demonstrate a relationship between gender and gaming experience. Several implications and recommendations are presented for practitioners and researchers in adult vocational, career, and technical education.
Citation
Ausburn, L., Ausburn, F. & Kroutter, P. (2013). Influences of Gender and Computer Gaming Experience in Occupational Desktop Virtual Environments: A Cross-Case Analysis Study. International Journal of Adult Vocational Education and Technology, 4(4), 1-14. IGI Global. Retrieved March 28, 2024 from https://www.learntechlib.org/p/185888/.