How Tour Video Games Benefit Students: Study Case Freshman Engineering School.
Leticia Neira-TovarSergio OrdoñezFrancisco Torres-GuerreroPublished in: HCI (34) (2019)
Keyphrases
- video games
- mathematics learning
- middle school
- high school
- high school students
- secondary education
- learning experience
- secondary school
- elementary school
- primary school
- tutoring system
- learning achievement
- computer usage
- intelligent tutoring systems
- engineering students
- game play
- applied sciences
- learning opportunities
- distance learning
- participants included
- problem based learning
- learning outcomes
- helping students
- serious games
- computer assisted instruction
- collaborative learning
- science education