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Influences of Gender and Computer Gaming Experience in Occupational Desktop Virtual Environments: A Cross-Case Analysis Study

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  • Lynna J. Ausburn

    (College of Education, Oklahoma State University, Stillwater, OK, USA)

  • Floyd B. Ausburn

    (College of Education, Oklahoma State University, Stillwater, OK, USA)

  • Paul J. Kroutter

    (Criminal Justice Studies, University of Arkansas-Fort Smith, AR, USA)

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.

Suggested Citation

  • Lynna J. Ausburn & Floyd B. Ausburn & Paul J. Kroutter, 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 (IJAVET), IGI Global, vol. 4(4), pages 1-14, October.
  • Handle: RePEc:igg:javet0:v:4:y:2013:i:4:p:1-14
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