Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/101361
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dc.contributorDepartment of Applied Social Sciencesen_US
dc.creatorLee, TYen_US
dc.creatorShek, DTLen_US
dc.creatorFan, CLen_US
dc.creatorKwok, RKHen_US
dc.creatorCheng, Cen_US
dc.creatorTsang, JWSen_US
dc.creatorLau, RKLen_US
dc.date.accessioned2023-09-07T03:26:54Z-
dc.date.available2023-09-07T03:26:54Z-
dc.identifier.issn2191-1231en_US
dc.identifier.urihttp://hdl.handle.net/10397/101361-
dc.language.isoenen_US
dc.publisherNova Science Publishers, Inc.en_US
dc.rightsThis is the accepted manuscript of the following article: Lee, T. Y., Shek, D. T., Fan, C. L., Kwok, R. K., Cheng, C., Tsang, J. W., & Lau, R. K. (2019). Reducing gender stereotypes through a digital positive youth development game. International Journal on Disability and Human Development, 18(4), 435-449., which has been published in final form at https://novapublishers.com/shop/volume-18-issue-4-international-journal-on-disability-and-human-development/.en_US
dc.subjectPreventionen_US
dc.subjectPositive youth developmenten_US
dc.subjectDigital game-based learningen_US
dc.subjectGender stereotypeen_US
dc.subjectGender biasen_US
dc.titleReducing gender stereotypes through a digital positive youth development gameen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage435en_US
dc.identifier.epage449en_US
dc.identifier.volume18en_US
dc.identifier.issue4en_US
dcterms.abstractThe purpose of this paper is to describe a newly developed digital positive youth development (PYD) game and discuss its effectiveness in understanding and reducing gender stereotypes and biases among junior secondary school students. The game, “male and female dichotomy”, allows students to explore gender stereotypes on “appearance”, “behavior”, “occupation”, and “traits” (ABOT) based on Deaux and Lewis’ gender stereotyping model. The design of the game is described after a review of relevant literature. The game guides students to examine the social demands and expectations of men and women in today’s world, and it enables them to reflect on how gender norms and their perceived gender stereotypes affect their perception on both genders. The game has been piloted in secondary schools in Hong Kong and is available free of charge upon request for non-commercial purposes. Two users who study in Shanghai and the United States were invited to review the game. Initial findings revealed that the section on “occupation” and “traits” were beneficial in the learning process, and the users became more aware of their gender biases. More research is needed to investigate the effectiveness of electronic game-based learning (GBL) in reducing gender stereotypes and biases among children and early adolescents.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal on disability and human development, 2019, v. 18, no. 4, p. 435-449en_US
dcterms.isPartOfInternational journal on disability and human developmenten_US
dcterms.issued2019-
dc.identifier.eissn2191-0367en_US
dc.description.validate202309 bcwhen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberAPSS-0292-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThe Hong Kong Jockey Club Charities Trusten_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS42092093-
dc.description.oaCategoryGreen (AAM)en_US
Appears in Collections:Journal/Magazine Article
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