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Adult Learning and ePortfolio Development: Validation, Empowerment, and Identity World Conference on Educational Multimedia, Hypermedia and Telecommunications(EDMEDIA)2012:1
Adult learners (24+ years old), unlike traditional-aged college learners (18-24 years old), have a longer history of experiences and skills that influence their learning and identity when returning to college. We were interested in how adult...
Supporting learning about games Supporting learning about games (PQ3327683)
On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly...