Cover image for Gaming for classroom-based learning digital role playing as a motivator of study
Gaming for classroom-based learning digital role playing as a motivator of study
Title:
Gaming for classroom-based learning digital role playing as a motivator of study
Author:
Baek, Youngkyun.
ISBN:
9781615207145
Publication Information:
Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2010.
Physical Description:
electronic texts (292 p. : ill.) : digital files.
Contents:
A Taxonomy of Educational Games / Dan O'Brien -- The Design and Development of Educational Immersive Environments / Collin Price, Miss J.S. Moore -- Intelligent Tutoring and Games (ITaG) / Danielle McNamara, G. Jackson, Art Graesser -- Using 'TRIRACE' in the Classroom / Ayotola Aremu -- Bridging Informal and Formal Learning / David Gibson -- Technology Enhanced Language Learning in Early Childhood / Elisabeth Katzlinger -- The Haunted School on Horror Hill / Kevin Kee, Tamara Vaughan, Shawn Graham -- Use of Interactive Online Games in Teaching English as a Foreign Language / Hoe Kim -- Using an Educational Online Game to Stimulate Learning / Louise Sauvé -- The Experience of an Online Management Simulation Game to Foster Collaboration and Teamwork / Hélder Martins -- Exploring Guild Participation in MMORPGs and Civic Leadership / Adam Friedman, Richard Hartshorne, Phillip VanFossen -- Modding and Rezzing in Games and Virtual Environments for Education / Regina Kaplan-Rakowski, Christian Sebastian -- Considerations and Methodology for Designing a Virtual World / Brian Bauer -- ClassSim An Approach to Educator Development Through a Simulation / Brian Ferry, Lisa Kervin, Lisa Carrington -- Virtual Gaming A Platform for Multi-Skills and Multi-Literacies for Gamers / Chaka Chaka -- Designing Game-Based Learning Activities in Virtual Worlds / Maria Toro-Troconis, Martyn Partridge -- Principles of Educational Digital Game Structure for Classroom Settings / Youngkyun Baek.
Abstract:
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 among researchers in educational technology, this book 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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