Submitting Campus

Daytona Beach


College of Business

Document Type

Book Chapter

Publication/Presentation Date



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


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