Abstract
It is imperative when utilizing educational video games in K-12 classrooms that student preferences with regard to game play, purpose, and design be considered in order 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.
Original language | American English |
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Journal | Academic Exchange Quarterly |
Volume | 15 |
State | Published - Jan 1 2011 |
Keywords
- games
Disciplines
- Feminist, Gender, and Sexuality Studies
- Gender and Sexuality
- Gender, Race, Sexuality, and Ethnicity in Communication
- Instructional Media Design
- Other Feminist, Gender, and Sexuality Studies