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Issue No. 11 - November (2005 vol. 38)
ISSN: 0018-9162
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.
Computing profession, Digital technology, Entertainment computing, Video gaming
Neville Holmes, "Digital Technology, Age, and Gaming", Computer, vol. 38, no. , pp. 108, 106-107, November 2005, doi:10.1109/MC.2005.376
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