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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


Young Kyun

eBook. IGI Global 2010-05-31.
ISBN 9781615207145
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Förlagets beskrivning

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



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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
  
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