Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Published by Information Science Reference
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 among researchers in educational technology, this book 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.
Pricing for eBooks depends upon your account type and population served. Accurate pricing information will only be displayed once you are a registered user. Please Register Now. You will receive an e-mail when your registration has been processed. Once you are registered, you will be able to select eBook titles; place them in your shopping cart; and receive accurate pricing information. If you do not wish to register, please call your Sales Representative at 1-800-877-4253 or e-mail email@example.com