Gaming Technologies Collection: Gaming For Classroom-Based Learning: Digital Role Playing As A Motivator Of Study, 1st Edition

  • Youngkyun Baek
  • Published By:
  • ISBN-10: 1615207147
  • ISBN-13: 9781615207145
  • DDC: 371.33
  • Grade Level Range: College Freshman - College Senior
  • 338 Pages | eBook
  • Original Copyright 2010 | Published/Released September 2011
  • This publication's content originally published in print form: 2010

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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 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.