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Collaborative Learning Techniques: A Handbook for College Faculty, 2nd Edition by K. Patricia Cross, Claire Howell Major, Elizabeth F. Barkley

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Chapter 14Techniques Using Games

When this book was first published, college students were already avid game players. In 2002, a Pew Research Center study determined that 70 percent of college students played video games and that, rather than separating gaming from the rest of their academic pursuits, students were playing both during and in between classes (Weaver, 2013). This predilection for games has continued. Indeed, recent data indicate that 58 percent of Americans of all ages play video games and that this number increases to an imposing 91 percent for the age group that will be our incoming students over the next two decades (Entertainment Software Association, 2013; Reisinger, 2011; Weaver, 2013).

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