Game-based learning increase engagement, create new challenges, and offer adaptive learning and assessment

Session Description
Gaming is widely used by digital natives and digital immigrants in education. Recent research in gaming suggests applications for teaching and training. Specifically, there are three areas that support the inclusion of gaming namely increased engagement, new challenges that intrigue learners, and adaptive learning and assessment.

In this research presentation, the author will present information related to gaming and focus on the areas of increased engagement, new challenges that intrigue learners, and adaptive learning and assessment.

Presenter(s)
  • Hau-Yung Pamela Wong, California State University, Fullerton, California, USA
Audience
All Audiences

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