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Gaming for Classroom-based Learning: Digital Role Playing As a Motivator of Study (Premier Reference Source) First edition
Young Kyun Baek
Gaming for Classroom-based Learning: Digital Role Playing As a Motivator of Study (Premier Reference Source) First edition
Young Kyun Baek
In order to effectively use games in the classroom, teachers and parents need to agree on games positive functions toward students learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field.
As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.
Media | Books Hardcover Book (Book with hard spine and cover) |
Released | May 31, 2010 |
ISBN13 | 9781615207138 |
Publishers | Information Science Reference |
Pages | 392 |
Dimensions | 215 × 28 × 280 mm · 1.22 kg |
Language | English |
Contributor | Young Kyun Baek |
See all of Young Kyun Baek ( e.g. Hardcover Book )