STEM, Video Game Play, & Gender = Personalization

Wendi M Kappers

Research output: Chapter in Book/Report/Conference proceedingChapter

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 languageAmerican English
Title of host publicationSound Instruction Books (SIB) STEM collection
StatePublished - Jan 1 2017

Keywords

  • technology

Disciplines

  • Education
  • Feminist, Gender, and Sexuality Studies

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