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Article
STEM, Video Game Play, & Gender = Personalization
Academic Exchange Quarterly
  • Wendi M Kappers, Embry-Riddle Aeronautical University
Submitting Campus
Daytona Beach
Department
College of Business
Document Type
Article
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
Rapid Intellect Group
Required Publisher’s Statement
Kappers, W. M. (in press). STEM, video game play, & gender = Personalization. Academic Exchange Quarterly (AEQ), 21(2), 140
Citation Information
Wendi M Kappers. "STEM, Video Game Play, & Gender = Personalization" Academic Exchange Quarterly Vol. 21 Iss. 2 (2017)
Available at: http://works.bepress.com/Wendi_M_Kappers/18/