Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Academic Achievement | 1 |
| Campuses | 1 |
| College Students | 1 |
| Computer Simulation | 1 |
| Computers | 1 |
| Educational Technology | 1 |
| Faculty | 1 |
| Instructional Effectiveness | 1 |
| Student Attitudes | 1 |
| Student Interests | 1 |
| Teaching Methods | 1 |
| More ▼ | |
Source
| Campus Technology | 1 |
Author
| Starkman, Neal | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 1 |
Audience
Location
| California | 1 |
| Ohio | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes

Direct link
