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Gaming for Classroom-Based Learning - Digital Role Playing as a Motivator of Study (Hardcover) Loot Price: R4,989
Discovery Miles 49 890
Gaming for Classroom-Based Learning - Digital Role Playing as a Motivator of Study (Hardcover):

Gaming for Classroom-Based Learning - Digital Role Playing as a Motivator of Study (Hardcover)

Series: Advances in Game-Based Learning

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Loot Price R4,989 Discovery Miles 49 890 | Repayment Terms: R468 pm x 12*

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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 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
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LSN: 1-61520-713-9
Barcode: 9781615207138

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