qThis book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gamingq--Provided by publisher.Divided attention was measured by measuring participantsa#39; response time to two events of varying probabilities at two locations on a ... This projectexamined learning style preferences in two specific courses that introduced computer applications. ... As Dickey (2006) concluded, new models and methods must be explored and used in order to create effective digital learning ... were made, students could select the correct name for the script from four multiple-choice possible answers.
|Title||:||Handbook of Research on Effective Electronic Gaming in Education|
|Author||:||Ferdig, Richard E.|
|Publisher||:||IGI Global - 2008-07-31|