• 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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Est. Date: Feb 9, 2026
Overview

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.

Product Details

ISBN-13: 9781615207138
ISBN-10: 1615207139
Publisher: Information Science Reference
Publication date: 2010
Edition description: First Edition
Pages: 338
Product dimensions: Height: 11 Inches, Length: 8.5 Inches, Weight: 2.7006627095 Pounds, Width: 0.81 Inches
Author: Youngkyun Baek
Language: en
Binding: Hardcover

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