Submitting Campus

Daytona Beach

Department

College of Business

Document Type

Book Chapter

Publication/Presentation Date

2017

Abstract/Description

It is imperative when utilizing educational video games in K-12 classrooms that student preferences regarding game play, purpose, and design be considered to maximize game play efficiency for learning. As Web 2.0 content infiltrates our educational medium, student customization is key. This manuscript intends to share customization requests gleaned during an 18-week experimental study examining educational video game effects upon 7th graders enrolled in Mathematics and Mathematics 2 courses.

Publication Title

Sound Instruction Books (SIB) STEM collection

Publisher

Academic Exchange Quarterly

Required Publisher’s Statement

Kappers, W. M. (in press). STEM, video game play, & gender = Personalization. In Academic Exchange Quarterly (AEQ) (Ed.), Sound Instruction Books (SIB) STEM collection, V. XIV. Retrieved from http://www.rapidintellect.com/AE/8si-3-volume-14.htm

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