Digital technology, age, and gaming
Holmes, WN (2005) Digital technology, age, and gaming. Computer, 38 (11). 108, 106-107. ISSN 0018-9162
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Official URL: http://dx.doi.org/10.1109/MC.2005.376
Educators could use video gaming technology to deliver the drill and practice that helps students develop the basic academic skills that are essential to the computing profession.
The author examines the social nature of video gaming and relates its attraction to personality.
|Additional Information:||A more formal version of this item has been published in the author's book "Computers and People" (Wiley, 2006) as essay 3.2.
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|Keywords:||computing profession, digital technology, entertainment computing, video gaming|
|Deposited By:||Mr Neville Holmes|
|Deposited On:||20 Jun 2007|
|Last Modified:||18 Jul 2008 19:56|
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