Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
Descriptor
| COVID-19 | 1 |
| College Students | 1 |
| Cultural Awareness | 1 |
| Cultural Influences | 1 |
| Game Based Learning | 1 |
| Governance | 1 |
| Pandemics | 1 |
| Teaching Methods | 1 |
| Video Games | 1 |
Source
| ProQuest LLC | 1 |
Publication Type
| Dissertations/Theses -… | 1 |
Education Level
| Higher Education | 1 |
| Postsecondary Education | 1 |
Audience
Location
| Hawaii | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Raymond Kaimana Eran Estrella Jr. – ProQuest LLC, 2023
Video games, such as the popularized game Minecraft, have been used in a variety of educational settings and learning contexts. Though academic findings of video game usage are mixed, increases in learning competencies, skills and engagement were apparent. While faced with creating an alternative learning plan for teaching kaikua?ana and kaikaina…
Descriptors: Video Games, Game Based Learning, COVID-19, Pandemics

Direct link
