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Computer games and the three dimensions of reading literacy.

Michael G. Wagner
Published in: Sandbox@SIGGRAPH (2006)
Keyphrases
  • computer games
  • game design
  • educational games
  • video games
  • serious games
  • game play
  • educational software
  • high school
  • digital storytelling
  • commercial games
  • digital entertainment
  • case study
  • game engine
  • language skills