Nelson (2007) found differences in overall learning outcomes by gender with girls taking advantage of using more in-game scaffolds for learning content.
Dede’s latest project, EcoMUVE, is designed as an inquiry-based, simulated ecosystem experience to support learners developing an understanding of complex causality (Metcalf, Dede, Grotzer, & Kamarainen, 2010); it is an example of engaging students in problem-solving processes within a game context that uses science content.