Improving Learning of Digital Systems Concepts Using a Video Game Conference Paper uri icon

abstract

  • American Society for Engineering Education, 2016. Student interest in physical and mathematical sciences and engineering has been steadily declining, and a need to reverse this trend and improve students' STEM education in K12 and college has been cited by a multitude of governmental, independent, and industry organizations[1-3]. At the same time, tremendous growth has occurred in the computer and video game industry, particularly among teenagers. It is now a multi-billion dollar industry, with an annual growth rate that far exceeds the growth of the entire U.S. economy[4]. The Entertainment Software Association[5] reported U.S. computer and video game sales grew from $7.0 billion in 2005 to well over $10.0 billion in 2010.

name of conference

  • 2016 ASEE Annual Conference & Exposition Proceedings

published proceedings

  • 2016 ASEE Annual Conference & Exposition Proceedings

author list (cited authors)

  • Butler-Purry, K., Oren, M., Pedersen, S., Foreman, J., Obiomon, P., & Katangur, A.

citation count

  • 1

complete list of authors

  • Butler-Purry, Karen||Oren, Mehmet||Pedersen, Susan||Foreman, Justin||Obiomon, Pamela||Katangur, Ajay

publication date

  • June 2016