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...

Full description

Saved in:
Bibliographic Details
Other Authors: Baek, Youngkyun (Editor)
Format: Book
Language:English
Published: Hershey, PA Information Science Reference 2010
Subjects:
Online Access:Click Here to View Status and Holdings.
Tags: Add Tag
No Tags, Be the first to tag this record!