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videogames in education

For this project, I explored potential uses for videogames in Washington, DC classrooms. What I found was that, although educational videogames made no impact on  top performers, the bottom 20% of students saw dramatic increases in attention levels, rates of improvement, and overall retention.

By finding at-risk students where they already invest their time and attention (in playing games), educators are better able to connect with students who need the most from DC schools.