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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.

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 ...