This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Digital Technology, Age, and Gaming
November 2005 (vol. 38 no. 11)
pp. 108, 106-107
Neville Holmes, University of Tasmania
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.
Index Terms:
Computing profession, Digital technology, Entertainment computing, Video gaming
Citation:
Neville Holmes, "Digital Technology, Age, and Gaming," Computer, vol. 38, no. 11, pp. 108, 106-107, Nov. 2005, doi:10.1109/MC.2005.376
Usage of this product signifies your acceptance of the Terms of Use.