Gaming Technology for Critical Thinking

Volume: 58, Issue: 1, Pages: 2370 - 2372
Published: Sep 1, 2014
Abstract
Serious video games have the potential to change the way people learn and train (Gee, 2003; McGonigal, 2011). Experiments quantifying the effectiveness of video games have produced mixed results in terms of learning and performance (Engel et al., 2009; O’Neil, Wainess, & Baker, 2009; Steinkuelhler, Squire, & Barab, 2012). The question is, why? In this panel, three different groups of researchers who have taken different approaches to...
Paper Details
Title
Gaming Technology for Critical Thinking
Published Date
Sep 1, 2014
Volume
58
Issue
1
Pages
2370 - 2372
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