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Using Computer Games in Online Education: What Are Students Really Learning?

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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 from http://www.editlib.org/p/11041.

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Conference Information

ELEARN

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2004
Washington, DC, USA
2004
ISBN 1-880094-54-1
  Janice Nall & Robby Robson
AACE

More Information on ELEARN

Table of Contents


Authors

Mary Green, University of Southern Mississippi, USA; Mary Nell McNeese, Universiity of Southern Mississippi, USA

Abstract

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.

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