
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Digital Role Playing as a Motivator of Study
As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.
- ISBN 13 : 1615207147
- ISBN 10 : 9781615207145
- Judul : Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
- Sub Judul : Digital Role Playing as a Motivator of Study
- Pengarang : Baek, Young Kyun, Young Kyun,
- Kategori : Computers
- Penerbit : IGI Global
- Bahasa : en
- Tahun : 2010
- Halaman : 358
- Halaman : 358
- Google Book : https://play.google.com/store/books/details?id=fDA7jnJBAtkC&source=gbs_api
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Ketersediaan :
Price and Moore suggest a new theoretical approach based on situated learning,
the experiential learning cycle of Kolb, and the ARCS model of Keller in “The
Design and Development of Educational Immersive Environments: From Theory
to Classroom Deployment.” Third section of this section opens with McNamara,
Jackson, and Graesser introducing “Intelligent Tutoring and Games (ITaG).” Their
point of view is that game-based learning improves students' motivation with the ...