We all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook helps teachers (grades 6-12) do that. It provides a diverse collection of virtual spaces where students engage in role-based learning. It features a nontechnical presentation; and a collection of multi-user games.Teaching and Learning with Role-based Computer Games Brian M. Slator ... than take advantage of the online help systems, and, further, routinely avoid reading text on-screen whenever possible. ... was inspired by the same general motivation for developing educational games in the first place a to make learning fun.
|Title||:||Electric Worlds in the Classroom|
|Author||:||Brian M. Slator|
|Publisher||:||Teachers College Press - 2006|