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Danielle Eve Schneider – ProQuest LLC, 2021
Immersive virtual reality as a tool in the middle-school classroom is a promising avenue to aid in cognitively challenging tasks requiring access to visual processes. As these tools become ever present in society, the expectation of school districts to include them into classroom curricula has become challenging, as there is inconsistent data…
Descriptors: STEM Education, Middle Schools, Computer Simulation, Technology Uses in Education
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DiPietro, Meredith; Ferdig, Richard E.; Boyer, Jeff; Black, Erik W. – Journal of Educational Multimedia and Hypermedia, 2007
Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that games and gaming have permeated into many fields and disciplines for multiple purposes including…
Descriptors: Educational Games, Educational Research, Games, Video Games