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

· IGI Global
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About this ebook

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.

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0148650646 SSDewiarrow
February 12, 2015
Shirlley arung17@gmail 01116972575
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About the author

Young Baek is a Professor of Educational Technology at Korea National University of Education. He has been teaching since 1991. Previously, he worked at Korea Educational Development Institute. His research interests are on educational games, simulation, and mobile devices in education. He has presented several papers at SITE, NECC, AERA, and OECD Expert Meeting on gaming and simulations. Recently, he published two books on educational games and wrote several book chapters. Now he is doing a study on how to use games and simulations in formal education settings. [Editor]

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