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.
General
Imprint: |
Information Science Reference
|
Country of origin: |
United States |
Series: |
Advances in Game-Based Learning |
Release date: |
May 2010 |
First published: |
August 2010 |
Dimensions: |
225 x 290 x 27mm (L x W x T) |
Format: |
Hardcover
|
Pages: |
360 |
ISBN-13: |
978-1-61520-713-8 |
Categories: |
Books >
Social sciences >
Education >
Educational resources & technology >
General
Promotions
|
LSN: |
1-61520-713-9 |
Barcode: |
9781615207138 |
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