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Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of
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Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study Hardcover - 2010

by Young Kyun Baek (Editor)

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.


From the publisher

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.

Details

  • Title Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
  • Author Young Kyun Baek (Editor)
  • Binding Hardcover
  • Edition First
  • Pages 360
  • Volumes 1
  • Language ENG
  • Publisher Information Science Reference
  • Date 2010-05-31
  • Features Bibliography, Index, Table of Contents
  • ISBN 9781615207138 / 1615207139
  • Weight 2.7 lbs (1.22 kg)
  • Dimensions 11.2 x 8.6 x 1.1 in (28.45 x 21.84 x 2.79 cm)
  • Library of Congress subjects Motivation in education, Educational games
  • Library of Congress Catalog Number 2009039677
  • Dewey Decimal Code 371.337

Media reviews

Citations

  • Reference and Research Bk News, 11/01/2010, Page 223
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Gaming for Classroom-based Learning: Digital Role Playing As a Motivator of Study
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Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

by Young Kyun Baek

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