Gaming for classroom-based learning: digital role playing as a motivator of study

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...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Weitere Verfasser: Baek, Youngkyun (HerausgeberIn)
Format: Elektronisch E-Book
Sprache:English
Veröffentlicht: Hershey ; New York Information Science Reference [2010]
Schriftenreihe:Premier reference source
Schlagworte:
Online-Zugang:DE-706
DE-1049
DE-898
DE-1050
DE-83
Volltext
Zusammenfassung: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 among researchers in educational technology, this book 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
Beschreibung:Includes bibliographical references
Beschreibung:1 Online-Ressource (xix, 338 Seiten) Illustrationen
ISBN:9781615207145

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