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Author Blunt, Richard
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format HTM / HTML
Language English
Abstract Three studies in higher education look at whether serious games (or video games whose primary purpose is something other than entertainment, such as military training, education, physical therapy) really do change learning outcomes.
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2011-09-01
Publisher Place New York
Journal eLearn (ELERN)
Volume Number 2009
Issue Number 12


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Source: ACM Digital Library