Gaming for Classroom-Based Learning
by
English

About The Book

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.
Piracy-free
Piracy-free
Assured Quality
Assured Quality
Secure Transactions
Secure Transactions
Delivery Options
Please enter pincode to check delivery time.
*COD & Shipping Charges may apply on certain items.
Review final details at checkout.
downArrow

Details


LOOKING TO PLACE A BULK ORDER?CLICK HERE