Article ID Journal Published Year Pages File Type
6835597 Computers & Education 2013 10 Pages PDF
Abstract
► 259 award winning educators from the 1996 to 2009 were surveyed concerning game use. ► Ease of use and usefulness perceptions have trended positively over the period. ► Educator classroom game adoption rates reflect two different stages of Rogers' TAC. ► Game use bifurcation occurs based on K-5 and 6-12 population groupings. ► Access, usefulness, and culture differences underscore population divergences.
Related Topics
Social Sciences and Humanities Social Sciences Education
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