In this chapter, the authors propose to look at the empirical findings that will be useful for instructors, who wish to improve their understanding on how to design an e-learning curriculum that will take into account the different learning needs of their engineering students. The studies surveyed in this chapter will focus on gender and game-based learning, which will offer insights as to how to improve the level of participation and learning outcomes for females in male-dominated fields. In particular, the authors will focus on gender issues and how learning in an e-learning curriculum can be designed to engage female students and to improve retention of female students. The authors propose the following change in an engineering e-learning curriculum: mixed-sex groups, use of collaborative activities, blended learning, and communication tools, and mixed-sex curriculum design team.
|Title of host publication||Gender and Diversity|
|Subtitle of host publication||Concepts, Methodologies, Tools, and Applications|
|Number of pages||22|
|State||Published - 1 Jan 2018|