Using Computer Games in Online Education: What Are Students Really Learning?
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World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2004
Washington, DC, USA
Janice Nall & Robby Robson
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Table of Contents
This presentation will introduce the research background of the use of computer games in online education. Arguments for and against the use of educational gaming will be discussed. Nationwide data on high school sophomores from the Educational Longitudinal Study of 2002 (ELS 2002) gathered by the National Center for Education Statistics (NCES) will be included in the presentation.
Green, M. & McNeese, M.N. (2004). Using Computer Games in Online Education: What Are Students Really Learning?. In J. Nall & R. Robson (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (pp. 1219-1224). Chesapeake, VA: AACE. Retrieved December 12, 2013 from http://www.editlib.org/p/11041.
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