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SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
What Video Games Have to Teach Us About Learning and Literacy
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IEEE Transactions on Pattern Analysis and Machine Intelligence
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Making your mind up?: the reliability of children's survey responses
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
ICALT '12 Proceedings of the 2012 IEEE 12th International Conference on Advanced Learning Technologies
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As a student, educator, and researcher, I have long been interested in the learning opportunity that video games represent a corollary of a pedagogic awareness of the considerable benefit of applied and practical learning experiences. The advent of low cost computing has increased ownership of personal computers in the last twenty years. A result of these decreasing costs has seen significant growth in household ownership of personal computing equipment for entertainment, education and enterprise. The increased ownership of personal computing equipment has also seen a significant increase of ownership and use of video games. The increase interest and use of video games for entertainment has seen a similar increase of interest in the use of video games for education. In this paper, a proposed method is presented for obtaining a better understanding of the education potential of video games for young children.