Abstract
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.
Original language | American English |
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Title of host publication | Sound Instruction Books (SIB) STEM collection |
State | Published - Jan 1 2017 |
Keywords
- technology
Disciplines
- Education
- Feminist, Gender, and Sexuality Studies