This research explores the underpinning theories and education technologies used in the classroom in the form of different internet-based games that students use to learn content material. The research at the various education technology theories that connect to educational technologies such as websites that entertain students and explain their connection to theory, uses, ages, and ability to align with student’s different cultural backgrounds. We also explored whether students can actually learn from these different technology-based programs or if they are actually just playing games.
A Review of how Technology-Based Resources Impact the K12 Classroom: An Application Approach
Thursday, October 25, 2018
Event or Conference:
Association for Educational Communications and Technology (AECT) Learning For All
Kansas City Marriott Downtown
200 West 12th Street
Kansas City, MO 64105United States