College of Business
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.
Sound Instruction Books (SIB) STEM collection
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
Scholarly Commons Citation
Kappers, W. M. (2017). STEM, Video Game Play, & Gender = Personalization. Sound Instruction Books (SIB) STEM collection, 14(). Retrieved from http://commons.erau.edu/publication/562