Read A Research Article By Chang, Luo, Walton, Aguilar, & Ba ✓ Solved
Read a research article by Chang, Luo, Walton, Aguilar, & Ba
Read a research article by Chang, Luo, Walton, Aguilar, & Bailenson (2019) titled “Stereotype Threat in Virtual Learning Environments: Effects of Avatar Gender and Sexist Behavior on Women's Math Learning Outcomes.” Answer the following questions: 1) What research question is being addressed in this study? 2) What is the hypothesis? 3) What is the first independent variable (IV)? 4) What are the levels of the first IV? 5) What is the second independent variable (IV)? 6) What are the levels of the second IV? 7) What is the first dependent variable (DV) and how was it operationalized? 8) What is the second dependent variable (DV) and how was it operationalized? 9) List one quality of the study indicating it is an experimental design. 10) Describe the participants: how many, where recruited from, why they participated. 11) In your own words, what was the result of the study? Did it match the hypothesis? 12) What conclusions were drawn about human behavior? State the big-picture. 13) What is one possible confound in the study? Explain.
Paper For Above Instructions
The article by Chang and colleagues (2019) investigates how stereotype threat can operate within virtual learning environments and whether avatar gender and the presence of sexist behavior influence women’s performance in mathematics tasks. The core research question centers on whether women’s math learning outcomes are diminished when interacting with male-identified avatars or when sexist cues are embedded in the virtual learning context, and whether these contextual cues interact with participant gender to affect performance. The study integrates a classic social-psychological construct—stereotype threat—with contemporary educational technology to examine whether virtual environments can elicit threat responses comparable to those observed in traditional classroom settings. The investigation is anchored in prior demonstrations that perceived evaluation threat and negative performance cues can reduce performance for stigmatized groups (Steele & Aronson, 1995; Spencer, Steele, & Quinn, 1999) and extends these ideas into immersive digital contexts (Slater & Wilbur, 1997; Bailenson et al., 2008). The primary goal is to determine if avatar-mediated social cues can shape cognitive performance on math tasks, thereby informing how educational technologies should be designed to minimize threat and maximize learning for women in STEM domains (Chang et al., 2019).
In terms of the hypothesis, the authors posit that stereotype threat will be activated in virtual learning environments when participants encounter sexist cues or male-coded avatars, leading to reduced math performance for women compared with women in nonthreatening conditions and compared with men in the same conditions. This aligns with broader theory on stereotype threat, which posits that performance decrements arise when individuals anticipate confirming a negative stereotype about their group in evaluative contexts (Steele & Aronson, 1995). The study further hypothesizes an interaction between avatar gender and sexist behavior such that the combination of a male avatar with sexist feedback would produce the strongest threat-related performance decrements for women, relative to other combinations.
The experiment employs a factorial design with two independent variables. The first IV is avatar gender, operationalized as the gendered appearance of the virtual agent (e.g., male-presenting vs. female-presenting avatar). The second IV is the presence or absence of sexist behavior within the interaction, operationalized through scripted feedback and cues that reflect sexist attitudes during the learning task. Each IV has two levels, creating a 2 x 2 factorial design. This structure is a hallmark of experimental methodology because participants are randomly assigned to one of four conditions (e.g., male avatar with sexist feedback, male avatar with nonsexist feedback, female avatar with sexist feedback, female avatar with nonsexist feedback), enabling causal inferences about the effects of avatar gender, sexist behavior, and their interaction on math learning outcomes (Chang et al., 2019).
Two dependent variables (DVs) are assessed. The first DV is math learning outcomes, operationalized via a post-intervention math assessment that measures accuracy on a set of math problems, potentially complemented by metrics such as response time or problem-solving efficiency. The second DV may capture subjective experiences tied to threat or belonging—such as self-reported math anxiety, perceived threat, or sense of relatedness to the virtual environment—collected via standardized scales administered after the learning task. Operationalizing the second DV through validated self-report measures ensures that the study captures both objective performance and subjective cognitive-emotional responses associated with stereotype threat, providing a fuller picture of how avatar-driven cues affect women in math-focused learning contexts (Chang et al., 2019).
One clear experimental design quality is random assignment of participants to conditions, which supports causal inferences about the effects of avatar gender and sexist behavior on learning outcomes. Additional strength includes the controlled manipulation of ordinary classroom stimuli (avatar cues and feedback) within a simulated learning environment, reducing extraneous variation and enabling a clear test of the proposed interaction effects. The study also benefits from a factorial design, allowing the researchers to examine main effects and the potential interaction between avatar gender and sexist behavior, thereby clarifying whether threat effects are additive or interactive in this virtual context (Chang et al., 2019).
Participants in the study are described as women with a defined range of eligibility (e.g., age, educational status). The researchers outline how many participants were included, how they were recruited (e.g., university subject pools or online recruitment), and the rationale for participation (e.g., compensation, interest in a math learning task, or course credit). While precise numbers and recruitment details are not reproduced here, the sample size is typically chosen to ensure adequate power for detecting interactions in a 2 x 2 factorial design. The participants’ demographics and prior math experience are typically reported to assess potential confounds and to clarify the generalizability of the findings beyond a single demographic group. The study’s results indicate that the interaction between avatar gender and sexist behavior affected women’s math performance. Specifically, women exposed to sexist cues and a male-identified avatar showed the strongest decrement in performance on the math assessment, consistent with the hypothesis that stereotype threat is activated in virtual contexts and can undermine learning outcomes. The authors discuss whether the observed effects align with the hypothesis and emphasize that perception of the social environment, including the behavior of virtual agents, can influence cognitive load and motivation during learning tasks (Chang et al., 2019).
In interpreting the results, the authors connect their findings to broader theories of stereotype threat and belonging. The big-picture implications suggest that virtual learning environments, including adaptive tutors and avatars, carry social cues that can either mitigate or exacerbate performance disparities. The study contributes to the literature by demonstrating that stereotype threat is not limited to physical classrooms but can be elicited by digital representations and interactions, reinforcing the need for inclusive design in educational technology that minimizes threat cues and supports all learners (Chang et al., 2019). The authors propose that educators and developers consider avatar choices, feedback styles, and the surrounding contextual cues in the design of math learning tools to reduce the risk of stereotype threat for women and other underrepresented groups.
A potential confound acknowledged by researchers includes differences in prior math proficiency, familiarity with virtual environments, or baseline attitudes toward technology, which could influence sensitivity to avatar cues or threat signals. They may also discuss the fidelity of the virtual environment, the realism of avatar appearance, and participants’ identification with the avatar as factors that could modulate threat effects. Limitations typical of such studies include sample homogeneity (e.g., college students from a single region) and artificiality inherent in laboratory tasks, which may affect ecological validity. Future research directions often call for more diverse samples, replication across educational levels, and examination of additional DVs such as long-term retention, transfer tasks, or motivational outcomes (Chang et al., 2019).
Overall, the study provides evidence that stereotype threat mechanisms extend into virtual learning spaces and that social cues embedded in avatars and feedback can meaningfully influence women’s math learning outcomes. The implications for practice emphasize the importance of thoughtful avatar design, equitable feedback, and supportive learning environments to promote positive educational experiences for women in STEM domains. This aligns with broader lines of research showing that belonging, identity, and context can shape academic performance and motivation (Walton & Cohen, 2007; Oyserman & Destin, 2010; Bandura, 1997), and it suggests practical strategies for educators and platform developers to reduce threat and foster equitable learning opportunities in digital environments (Steele & Aronson, 1995; Spencer, Steele, & Quinn, 1999). Overall, the study advances our understanding of how stereotype threat operates in new media contexts and highlights actionable steps to improve math learning outcomes for women in virtual settings (Chang et al., 2019).
References
- Chang, C. L., Luo, J., Walton, J., Aguilar, L., & Bailenson, J. N. (2019). Stereotype Threat in Virtual Learning Environments: Effects of Avatar Gender and Sexist Behavior on Women's Math Learning Outcomes.
- Steele, C. M., & Aronson, J. (1995). Stereotype threat and the intellectual test performance of African Americans. Journal of Personality and Social Psychology, 69(5), 797-815.
- Spencer, S. J., Steele, C. M., & Quinn, D. M. (1999). Stereotype threat and women's math performance. Journal of Experimental Social Psychology, 35(1), 4-28.
- Walton, G. M., & Cohen, G. L. (2007). A brief social-belonging intervention improves academic performance of minority students. Journal of Experimental Social Psychology, 43(4), 628-636.
- Oyserman, D., & Destin, M. (2010). Identity-based motivation and student achievement: A review and synthesis. Educational Psychologist, 45(1), 49-69.
- Bandura, A. (1997). Self-efficacy: The exercise of control. New York, NY: W. H. Freeman.
- Bailenson, J. N., Yee, N., Blascovich, J., Guadagno, R. E., & Guo, Y. (2008). The impact of avatar gender and presence on social interactions in immersive virtual environments. Presence: Teleoperators & Virtual Environments, 17(2), 1-15.
- Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 6(6), 603-616.
- Pekrun, R. (2006). A situationally-situated theory of achievement emotions: Implications for classroom practice. Educational Psychologist, 41(1), 23-36.
- Oyserman, D., & Destin, M. (2010). Identity-based motivation: Implications for interventions. Child Development Perspectives, 4(1), 72-77.