Gå direkt till innehållet
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
Spara

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

Lägsta pris på PriceRunner
Läs i Adobe DRM-kompatibel e-boksläsareDen här e-boken är kopieringsskyddad med Adobe DRM vilket påverkar var du kan läsa den. Läs mer
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.
ISBN
9781615207145
Språk
Engelska
Utgivningsdatum
2010-05-31
Förlag
Igi Global
Tillgängliga elektroniska format
  • PDF - Adobe DRM
Läs e-boken här
  • E-boksläsare i mobil/surfplatta
  • Läsplatta
  • Dator