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Explore how video games enhance learning and literacy skills and foster creativity in education. This study examines the impact of video games on teaching methods and innovation in educational practices. The analysis draws on insights from leading researchers in the field to shed light on the potential benefits of integrating gaming in educational settings.
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Title of the work Title of the work Author (1), Author (2), Author (3) (1) Institution, Town, Country (2) Institution , Town, Country (3) Institution , Town, Country Introduction Normal text Section Normal text Section • Normal text Literature Cited Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York; Basingstoke: Palgrave Macmillan. Jeffrey, B. and Craft, A. (2004). Teaching creatively and teaching for creativity: distinctions and relationships. Journal of Educational Studies, 30: 1, pp. 77‐87. Sawyer, R. K. (2006). Educating for innovation. Thinking Skills and Creativity, 1 (1), 41-48. doi:10.1016/j.tsc.2005.08.001 Contact information Relevant information