Epidemic Keeps Students Playing - And Learning

dc.contributor.authorJenson, Jennifer
dc.contributor.authorTaylor, Nicholas
dc.contributor.authorde Castell, Suzanne
dc.date.accessioned2015-05-21T17:50:38Z
dc.date.available2015-05-21T17:50:38Z
dc.date.issued2011
dc.descriptionen_US
dc.description.abstractEpidemic is an effective digital learning technology. It keeps students engaged and is a valuable resource for information about viruses and health. It promotes a more health-conscious life.en_US
dc.description.sponsorshipYork's Knowledge Mobilization Unit provides services and funding for faculty, graduate students, and community organizations seeking to maximize the impact of academic research and expertise on public policy, social programming, and professional practice. It is supported by SSHRC and CIHR grants, and by the Office of the Vice-President Research & Innovation. kmbunit@yorku.ca www.researchimpact.caen_US
dc.identifier00139
dc.identifier.citationJenson, J., Taylor, N., & de Castell, S. (2010). 'Epidemic': e-Learning goes viral. Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology. New York: ACM.en_US
dc.identifier.urihttp://hdl.handle.net/10315/29204
dc.relationYork Universityen_US
dc.relation.urien_US
dc.rightsAttribution-Noncommercial-No Derivative Works 2.5 Canadaen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/ca/en_US
dc.subjectEducationen_US
dc.subjectScience and Technologyen_US
dc.subjectHealthen_US
dc.titleEpidemic Keeps Students Playing - And Learningen_US
dc.typeResearch Summaryen_US

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