Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study (Premier Reference Source)

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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.

Author(s): Young Kyun Baek
Series: Premier Reference Source
Edition: First
Publisher: Information Science Reference
Year: 2010

Language: English
Pages: 359

Title
......Page 2
List of Reviewers......Page 4
Table of Contents......Page 6
Detailed Table of Contents......Page 9
Preface......Page 16
A Taxonomy of Educational Games......Page 22
The Design and Development of Educational Immersive Environments: From Theory to Classroom Deployment......Page 45
Intelligent Tutoring and Games (ITaG)......Page 65
Using ‘TRIRACE©’ in the Classroom: Perception on Modes and Effectiveness......Page 87
Bridging Informal and Formal Learning: Experiences with Participatory Media......Page 105
Technology Enhanced Language Learning in Early Childhood: Competencies for Early Childhood Teachers......Page 122
The Haunted School on Horror Hill: A Case Study of Interactive Fiction in an Elementary Classroom......Page 134
Use of Interactive Online Games in Teaching English as a Foreign Language......Page 146
Using an Educational Online Game to Stimulate Learning......Page 159
The Experience of an Online Management Simulation Game to Foster Collaboration and Teamwork......Page 180
Exploring Guild Participation in MMORPGs and Civic Leadership......Page 197
Modding and Rezzing in Games and Virtual Environments for Education......Page 226
Considerations and Methodology for Designing a Virtual World: Solution for a Large Corporation......Page 241
ClassSim: An Approach to Educator Development Through a Simulation......Page 259
Virtual Gaming: A Platform for Multi-Skills and Multi-Literacies for Gamers......Page 273
Designing Game-Based Learning Activities in Virtual Worlds: Experiences from Undergraduate Medicine......Page 291
Principles of Educational Digital Game Structure for Classroom Settings......Page 302
Compilation of References......Page 314
About the Contributors......Page 346
Index......Page 352