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dc.contributor.advisorRobins, Jennifer D.
dc.contributor.advisorPentlin, Floyd C.
dc.contributor.authorMcCauley, Katie
dc.date.accessioned2011-10-19T20:01:23Z
dc.date.available2011-10-19T20:01:23Z
dc.date.issued2011-10-19
dc.date.submitted2011-Summeren_US
dc.identifier.urihttp://centralspace.ucmo.edu/handle/10768/44
dc.descriptionIncludes bibliographical references (pages 33-36)en_US
dc.description.abstractAs gaming becomes more prevalent in students’ lives, educators are striving to incorporate video games into literacy, math, science, and social studies curriculum to positively impact student learning. The characteristics of video games that appeal to gamers are some of the same components that make these games useful in the educational setting. Through reviewing peer-reviewed and other professional literature, the following chapters define games, focusing primarily on video games, and provide statistics on gaming. Furthermore, this study explains how video games can positively impact learning and offers examples of video games that can be implemented into the regular curriculum to enhance instruction.en_US
dc.format.extent1 PDF (viii, 36 pages)en_US
dc.language.isoen_USen_US
dc.subjectResearch paper -- Learning ability.
dc.subject.lcshLearning ability.en_US
dc.subject.lcshVideo games -- Study and teaching.en_US
dc.subject.lcshVideo games -- Psychological aspects.en_US
dc.subject.lcshVideo games and children.en_US
dc.titleGaming Impacts Student Learningen_US
dc.typeResearch paperen_US
dc.degree.disciplineLibrary Science and Information Servicesen_US
dc.degree.grantorUniversity of Central Missourien_US
dc.degree.nameM.S.en_US
dc.degree.levelMastersen_US


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    Research papers written by graduate students for majors not requiring a thesis

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