Gaming for Classroom-based Learning: Digital Role Playing As a Motivator of Study (Premier Reference Source) - Young Kyun  Baek - Books - Information Science Reference - 9781615207138 - May 31, 2010
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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

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Gaming for Classroom-based Learning: Digital Role Playing As a Motivator of Study (Premier Reference Source) First edition

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