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Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students.
L. Jon Hobbs
Zheng Yan
Published in:
Comput. Hum. Behav. (2008)
Keyphrases
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computer games
grade students
pilot study
elementary school
science learning
high school
control group
game design
video games
hong kong
educational games
digital entertainment
cognitive style
computer assisted
cognitive processes
autistic children
artificial intelligence