| Literature DB >> 19119223 |
Abstract
Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.Mesh:
Year: 2009 PMID: 19119223 DOI: 10.1126/science.1166900
Source DB: PubMed Journal: Science ISSN: 0036-8075 Impact factor: 47.728