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.