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Contribution to Book
STEM, Video Game Play, & Gender = Personalization
Sound Instruction Books (SIB) STEM collection
  • Wendi M Kappers, Embry-Riddle Aeronautical University
Submitting Campus
Daytona Beach
Department
College of Arts & Sciences
Document Type
Book Chapter
Publication/Presentation Date
1-1-2017
Abstract/Description

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.

Publisher
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 http://www.rapidintellect.com/AE/8si-3-volume-14.htm
Citation Information
Wendi M Kappers. "STEM, Video Game Play, & Gender = Personalization" Sound Instruction Books (SIB) STEM collection Vol. 14 (2017)
Available at: http://works.bepress.com/Wendi_M_Kappers/7/