Felicia, P., (2011). How can a digital game for learning be defined?
Available at: http://linked.eun.org/web/guest/digital-games-pract

Felicia, P., (2011). What evidence is there that digital games can contribute to increasing students’ motivation?
Available at: http://linked.eun.org/web/guest/increasing-students-motivation-pract

Felicia, P., (2011). What evidence is there that digital games can be better than traditional methods to motivate and teach students?
Available at: http://linked.eun.org/web/guest/evidence-on-impact-pract.

Felicia, P., (2011).What is the relationship between the use of digital games for learning purposes and student’s achievement?
Available at: http://linked.eun.org/web/guest/85.

Felicia, P. (2011). How can digital games be used to teach the school curriculum?
Available at: http://linked.eun.org/web/guest/school-curriculum.

Kearney, C., (2011). Which knowledge and skills do teachers need to integrate games-based learning into their lessons?
Available at: http://linked.eun.org/web/guest/teachers-skills-pract.

Felicia, P., (2011). How can addiction and violence possibly caused by digital games be avoided or managed?
Available at: http://linked.eun.org/web/guest/evidence-on-negative-side-effects-pract.



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