Video gaming, education, and digital learning technologies: Relevance and opportunities

publication

Author: 

Kirriemuir, J.

Citation: 

Kirriemuir, J. (2002). Video gaming, education, and digital learning technologies: Relevance and opportunities. D-Lib Magazine, 8(2).

Keywords: 

  • academic performance
  • educational
  • elearning
  • learning
  • online
  • television

Health Topic: 

  • Cognition

Target Population: 

  • General Audience

Game Platform: 

  • Multi-Platform

Publication Type: 

  • Popular Press

Partners

  • HopeLab
  • Robert Wood Johnson Foundation
  • SAGE Publishing
  • UNICEF Kid Power