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Determining reactive and proactive aggression and empathy levels of middle school students regarding their video game preferences.
Digdem M. Siyez
Bahar Baran
Published in:
Comput. Hum. Behav. (2017)
Keyphrases
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video games
middle school students
middle school
learning experience
computer games
helping students
educational games
authoring tool
game play
pilot study
learning tools
game based learning
serious games
game playing
science education
critical thinking
mobile devices