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Electric Worlds in the Classroom: Teaching And Learning With Role-based Computer Games
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Electric Worlds in the Classroom: Teaching And Learning With Role-based Computer GamesWe all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook will help teachers (grades 6–12) do exactly that. The authors provide a diverse collection of lively and engaging virtual spaces where students engage in role-based learning. The context might be a gigantic imaginary plant cell, where students learn the role of a biologist, or it might be a shallow valley where they learn to act like a geologist.
 
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Tags: learn, where, might, virtual, students