Login or register for free to remove ads.

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

, University of Southern Mississippi, United States ; , Universiity of Southern Mississippi, United States

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Washington, DC, USA ISBN 978-1-880094-54-9 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

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.

Citation

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.

Keywords


Feedback and Suggestions please email info@editlib.org or use our online feedback form.