Game technology as a tool to actively engage K-12 students in the act of learning.
Lakshmi PrayagaPublished in: SIGITE Conference (2005)
Keyphrases
- pedagogical design
- role playing
- learning process
- secondary school
- student engagement
- role play
- learning platform
- digital games
- educational tools
- assessment tool
- learning games
- online learning
- active learning
- student motivation
- computer assisted instruction
- engineering education
- primary school
- undergraduate students
- learning scenarios
- concept maps
- active participation
- technology integration
- learning analytics
- students learning
- blended learning
- intelligent tutoring systems
- problem based learning
- learning experience
- educational experiences
- university students
- mobile learning
- high school students
- high school
- learning activities
- helping students
- distance learning
- elementary school students
- computer lab
- mobile games
- hong kong
- teacher education
- science education
- learning environment
- teaching methods
- computer programming
- learning sciences
- game based learning