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Youngkyun Baek – författare

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8 produkter

  1. Youngkyun Baek, Nicola Whitton - Cases on Digital Game-Based Learning, Inbunden. Tillgänglighet: Lägg i varukorg

    Cases on Digital Game-Based Learning

    Methods, Models, and Strategies

    Av Youngkyun Baek, Nicola Whitton

    Inbunden, 2013

    2216 kr

    Lägg i varukorg

  2. Nicola Whitton, Youngkyun Baek - Cases on Digital Game-Based Learning: Methods, Models, and Strategies, E-bok. Tillgänglighet: Lägg i varukorg

    Cases on Digital Game-Based Learning: Methods, Models, and Strategies

    Av Nicola Whitton, Youngkyun Baek

    E-bok, 2013

    2712 kr

    Lägg i varukorg

    In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive …

  3. Nicola Whitton, Youngkyun Baek - Cases on Digital Game-Based Learning: Methods, Models, and Strategies, E-bok. Tillgänglighet: Lägg i varukorg

    Cases on Digital Game-Based Learning: Methods, Models, and Strategies

    Av Nicola Whitton, Youngkyun Baek

    E-bok, 2013

    2772 kr

    Lägg i varukorg

    In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive …

  4. Youngkyun Baek - Game-Based Learning: Theory, Strategies and Performance Outcomes, E-bok. Tillgänglighet: Lägg i varukorg

    Game-Based Learning: Theory, Strategies and Performance Outcomes

    Theory, Strategies and Performance Outcomes

    Av Youngkyun Baek

    E-bok, 2018

    5578 kr

    Lägg i varukorg

    At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This book brings together researchers and practitioners …

  5. David Gibson, Youngkyun Baek - Digital Simulations for Improving Education, Inbunden. Tillgänglighet: Lägg i varukorg

    Digital Simulations for Improving Education

    Learning Through Artificial Teaching Environments

    Av David Gibson, Youngkyun Baek

    Inbunden, 2009

    2431 kr

    Lägg i varukorg

  6. Youngkyun Baek, Ryan Ko, Tim Marsh - Trends and Applications of Serious Gaming and Social Media, Häftad. Tillgänglighet: Lägg i varukorg

    Trends and Applications of Serious Gaming and Social Media

    Av Youngkyun Baek, Ryan Ko m. fl.

    Häftad, 2016

    1052 kr

    Lägg i varukorg

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of …

  7. Youngkyun Baek, Ryan Ko, Tim Marsh - Trends and Applications of Serious Gaming and Social Media, Inbunden. Tillgänglighet: Lägg i varukorg

    Trends and Applications of Serious Gaming and Social Media

    Av Youngkyun Baek, Ryan Ko m. fl.

    Inbunden, 2014

    1082 kr

    Lägg i varukorg

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of …

  8. Tim Marsh, Ryan Ko, Youngkyun Baek - Trends and Applications of Serious Gaming and Social Media, E-bok. Tillgänglighet: Lägg i varukorg

    Trends and Applications of Serious Gaming and Social Media

    Av Tim Marsh, Ryan Ko m. fl.

    E-bok, 2014

    1373 kr

    Lägg i varukorg

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of …