Gaming For Classroom-based Learning: Digital Role Playing As A Motivator Of Study (premier Reference Source)

Gaming For Classroom-based Learning: Digital Role Playing As A Motivator Of Study (premier Reference Source)
by Young Kyun Baek / / / PDF


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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.

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,

As part of an international dialogue between researchers in educational technology,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 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.

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.

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