It is imperative when utilizing educational video games in K-12 classrooms that student preferences regarding game play, purpose, and design be considered to maximize game play efficiency for learning. As Web 2.0 content infiltrates our educational medium, student customization is key. This manuscript intends to share customization requests gleaned during an 18-week experimental study examining educational video game effects upon 7th graders enrolled in Mathematics and Mathematics 2 courses
The gender wage gap, disadvantaging working women, continues to grow despite progress toward women’s...
Despite the emergent research of educational video games, video gaming experience and associated gen...
Educators in the STEM (science, technology, engineering, and mathematics) field are constantly emplo...
It is imperative when utilizing educational video games in K-12 classrooms that student preferences ...
It is imperative when utilizing educational video games in K-12 classrooms that student preferences ...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
As part of Summer 2018 Education Technology project, I am investigating the area of game-based learn...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
The motivation for this study is the under-representation of females in computer science education a...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
Researchers have argued that video games have great utility for learning. Games promote experiential...
As the presence of digital game-based learning increases in United States classrooms, understanding ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Studies show that women make up only 35% of the IT workforce, and the schism between boys\u27 and gi...
Researchers have argued that video games have great utility for learning. Games promote experiential...
The gender wage gap, disadvantaging working women, continues to grow despite progress toward women’s...
Despite the emergent research of educational video games, video gaming experience and associated gen...
Educators in the STEM (science, technology, engineering, and mathematics) field are constantly emplo...
It is imperative when utilizing educational video games in K-12 classrooms that student preferences ...
It is imperative when utilizing educational video games in K-12 classrooms that student preferences ...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
As part of Summer 2018 Education Technology project, I am investigating the area of game-based learn...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
The motivation for this study is the under-representation of females in computer science education a...
An experimental research study using a mixed-method analysis to was conducted to examine educational...
Researchers have argued that video games have great utility for learning. Games promote experiential...
As the presence of digital game-based learning increases in United States classrooms, understanding ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Studies show that women make up only 35% of the IT workforce, and the schism between boys\u27 and gi...
Researchers have argued that video games have great utility for learning. Games promote experiential...
The gender wage gap, disadvantaging working women, continues to grow despite progress toward women’s...
Despite the emergent research of educational video games, video gaming experience and associated gen...
Educators in the STEM (science, technology, engineering, and mathematics) field are constantly emplo...