Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.
Abstract
This text will try to explore the question of adopting gaming into education. Explore its possible benefits by measuring the test results of college students. The goal of this research is to try to find if there is a noticeable difference and benefit from this new type of pedagogical approach. What are the student’s opinions and sentiments towards it with the objective of providing the best possible result in students' motivation.
Keywords
References
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Details
Primary Language
English
Subjects
Educational Psychology
Journal Section
Short Report
Authors
Publication Date
July 14, 2023
Submission Date
June 16, 2022
Acceptance Date
September 3, 2022
Published in Issue
Year 2023 Volume: 5 Number: 2