Using 3-D Modeling Tools with your Students
Section outline
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Last year the video game companies made over $10.5 billion in profits, making it the fastest growing segment of the entertainment industry. Gamers under the age of 18 spend more time gaming than reading, doing homework, social networking or watching television combined. We know these "digital worlds" are powerful places, but the big question is how these worlds can be used to improve student learning.
Frank McCormick- District Technology Integration Coach
Sunnyside Unified School District
(520) 545-2245
frankmc@susd12.org