Video Gaming for STEM Education

@inproceedings{Hyatt2013VideoGF,
  title={Video Gaming for STEM Education},
  author={Kim J. Hyatt and Jessica L. Barron and Michaela A. Noakes},
  year={2013}
}
The focus of this chapter is how video games can be utilized for instructional purposes, specifically in the STEM areas (Science, Technology, Engineering, and Mathematics). Gaming, as an instructional tool, enables educators to create participatory learning activities, assess understanding of complex and ill-formed situations, facilitate critical thinking and problem solving capabilities, and ensure active engagement across the learning continuum for all students. How to use it effectively… Expand
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