A case study of the in-class use of a video game for teaching high school history.
William R. WatsonChristopher J. MongConstance A. HarrisPublished in: Comput. Educ. (2011)
Keyphrases
- high school
- video games
- science teachers
- high school students
- college students
- learning experience
- project based learning
- middle school
- case study
- classroom teaching
- game play
- attitudes toward
- educational games
- high school teachers
- science students
- learning tools
- grade students
- conceptual understanding
- students studying
- teaching practices
- computer games
- student teachers
- game playing
- deaf students
- game design
- game based learning
- science classroom
- e learning
- college level