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    American Association for the Advancement of Science (AAAS)
    Publication Date: 2009-01-03
    Description: Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.〈br /〉〈span class="detail_caption"〉Notes: 〈/span〉Mayo, Merrilea J -- New York, N.Y. -- Science. 2009 Jan 2;323(5910):79-82. doi: 10.1126/science.1166900.〈br /〉〈span class="detail_caption"〉Author address: 〈/span〉Ewing Marion Kauffman Foundation, 4801 Rockhill Road, Kansas City, MO 64110 USA. mmayo@kauffman.org〈br /〉〈span class="detail_caption"〉Record origin:〈/span〉 〈a href="http://www.ncbi.nlm.nih.gov/pubmed/19119223" target="_blank"〉PubMed〈/a〉
    Keywords: Adolescent ; Child ; *Educational Technology/economics/standards ; Engineering/*education ; Humans ; *Learning ; *Mathematical Concepts ; Problem Solving ; Science/*education ; *Video Games/economics/standards
    Print ISSN: 0036-8075
    Electronic ISSN: 1095-9203
    Topics: Biology , Chemistry and Pharmacology , Computer Science , Medicine , Natural Sciences in General , Physics
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