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

Release Date: May, 2010|Copyright: © 2010 |Pages: 358
DOI: 10.4018/978-1-61520-713-8
ISBN13: 9781615207138|ISBN10: 1615207139|EISBN13: 9781615207145
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Description & Coverage
Description:

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.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Educational digital game structure
  • Educational immersive environments
  • Game-based learning activities in virtual worlds
  • Intelligent tutoring and games
  • Interactive online games
  • Online management simulation games
  • Participatory media
  • Taxonomy of educational games
  • Technology enhanced language learning
  • Virtual gaming
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Editor/Author Biographies
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.
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