Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.

This text will try to explore the question of adopting gaming into education. Explore its possible benefits by measuring the test results of college students. The goal of this research is to try to find if there is a noticeable difference and benefit from this new type of pedagogical approach. What are the student’s opinions and sentiments towards it with the objective of providing the best possible result in students' motivation.

Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.

This text will try to explore the question of adopting gaming into education. Explore its possible benefits by measuring the test results of college students. The goal of this research is to try to find if there is a noticeable difference and benefit from this new type of pedagogical approach. What are the student’s opinions and sentiments towards it with the objective of providing the best possible result in students' motivation.

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