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

In order to effectively use games in the classroom, teachers and parents need to agree on games that have 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 f...

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Bibliographic Details
Other Authors: Baek, Youngkyun (Editor)
Format: Book
Language:English
Published: Hershey, PA Information Science Reference 2010
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Online Access:Click Here to View Status and Holdings.
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020 # # |a 9781615207138  |q hardcover 
020 # # |a 1615207139  |q hardcover 
040 # # |a DLC  |b eng  |c DLC  |d UiTM  |e rda 
041 0 # |a eng 
090 0 0 |a LB1029.G3  |b G355 2010 
245 0 0 |a Gaming for Classroom-Based Learning  |b Digital Role Playing as a Motivator of Study  |c Youngkyun Baek, Korean National University of Education, Republic of Korean 
264 # 1 |a Hershey, PA  |b Information Science Reference  |c 2010 
264 # 4 |c ©2010 
300 # # |a xix, 338 pages  |b illustrations  |c 29 cm 
336 # # |a text  |2 rdacontent 
337 # # |a unmediated  |2 rdamedia 
338 # # |a volume  |2 rdacarrier 
504 # # |a Includes bibliographical references and index 
520 # # |a In order to effectively use games in the classroom, teachers and parents need to agree on games that have 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, this title investigates where games can motivate students to learn and improve their knowledge and skills 
650 # 0 |a Educational games 
650 # 0 |a Motivation in education 
700 1 # |a Baek, Youngkyun  |e editor 
856 4 0 |z Click Here to View Status and Holdings.  |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=442934 
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