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Question
consider this claim: educators should incorporate computer games into their classroom instruction. which is the strongest evidence to support the claim? a ninth - grade student at middlefield high stated that playing computer games in her math class was the highlight of her day. in recent years, a number of tech companies have prioritized the development of computer games that are both appropriate and fun for students in a classroom environment. a study published in an academic journal found that student engagement increased when a computer game about genetics was used in a high school classroom.
A single student's opinion (A) is anecdotal and not as reliable as a scientific study. The fact that tech companies are developing games (B) doesn't directly show the positive impact on classroom instruction. A study (C) published in an academic journal provides empirical evidence of the positive effect (increased student engagement) of using a computer game in a classroom, which is more objective and stronger support for the claim.
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C. A study published in an academic journal found that student engagement increased when a computer game about genetics was used in a high school classroom.