Siirry suoraan sisältöön
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Tallenna

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

Lue Adobe DRM-yhteensopivassa e-kirjojen lukuohjelmassaTämä e-kirja on kopiosuojattu Adobe DRM:llä, mikä vaikuttaa siihen, millä alustalla voit lukea kirjaa. Lue lisää
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.
Toimittaja
Young Kyun Baek
ISBN
9781615207145
Kieli
englanti
Julkaisupäivä
31.5.2010
Kustantaja
Igi Global
Formaatti
  • PDF - Adobe DRM
Lue e-kirjoja täällä
  • Lue e-kirja mobiililaitteella/tabletilla
  • Lukulaite
  • Tietokone