
In this chapter, we have analysed three main aspects of instructional design (online learning communities, learning styles, and digital games) on the basis of gender preferences. We have noted the visible differences between males and females when interacting with technology, and reviewed the available literature in these areas. The included survey, conducted on males and females with an average age of 21 years, highlights the preferences between genders when related to the use and playing of computer games. The resulting conclusions have been summarized to form part of the suggested guidelines for gender neutral and gender specific instructional design. It is hoped that with these guidelines, appropriate instructional design can open the area of learning equally to both sexes and foster equal participation of males and females in traditionally male-dominated topics.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
