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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

Copyright: © 2010 |Pages: 358
ISBN13: 9781615207138|ISBN10: 1615207139|EISBN13: 9781615207145|ISBN13 Softcover: 9781616923167
DOI: 10.4018/978-1-61520-713-8
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MLA

Baek, Young Kyun , editor. Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study. IGI Global, 2010. https://doi.org/10.4018/978-1-61520-713-8

APA

Baek, Y. (Ed.). (2010). Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study. IGI Global. https://doi.org/10.4018/978-1-61520-713-8

Chicago

Baek, Young Kyun , ed. Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-713-8

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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.

Table of Contents

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Front Materials
Title Page
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Copyright Page
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Editorial Advisory Board
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Preface
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Chapters
Gaming Relevant to Classroom Teaching and Learning
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Cases on Gaming use in Teaching and Learning
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Chapter 3
Use of Gaming in Virtual Worlds
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Back Materials
Compilation of References
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About the Contributors
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Index
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