Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study e-bog
2190,77 DKK
(inkl. moms 2738,46 DKK)
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 Clas...
E-bog
2190,77 DKK
Udgivet
31 maj 2010
Genrer
JNQ
Sprog
English
Format
pdf
Beskyttelse
LCP
ISBN
9781615207145
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.