Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students.
Ya-Ting Carolyn YangPublished in: Comput. Educ. (2015)
Keyphrases
- high school students
- high school
- academic achievement
- attitudes toward
- virtual environment
- blended learning
- higher education
- learning strategies
- science learning
- statistically significant
- college students
- virtual learning environments
- virtual world
- middle school
- online learning
- grade students
- distance learning
- experimental group
- computer assisted instruction
- computer technology
- cooperative
- undergraduate students
- computer games
- video games
- educational technology
- teaching methods
- conceptual understanding
- peer interaction
- e learning