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Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Youngkyun Baek

Abstract

As part of an international dialogue between researchers in educational technology, Gaming for ClassroomBased 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 preservice teachers of the potential of games for improving teaching and learning.

Suggested Citation

Youngkyun Baek. Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study. New York: IGI Global, 2010.



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