Gaming for Classroom-Based Learning Digital Role Playing as a Motivator of Study
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13-12-2020, 11:49
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Young Kyun Baek, "Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study (Premier Reference Source)"
English | 2010 | ISBN: 1615207139 | 359 pages | PDF | 4,2 MB
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.
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