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


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

Author: Baek, Young Kyun

language: en

Publisher: IGI Global

Release Date: 2010-05-31


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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.

Gaming for Classroom-based Learning


Gaming for Classroom-based Learning

Author: Youngkyun Baek

language: en

Publisher:

Release Date: 2010


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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. 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.

Digital Game-based Learning


Digital Game-based Learning

Author: Marc Prensky

language: en

Publisher: McGraw-Hill Companies

Release Date: 2001


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A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.