Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen
Traditional usage of lecture slides and notes for teaching and learning, though familiar to many, has its flaws in communication. Teachers have taken advantage of the increasing popularity of technology usage and applied it to class, to cater to different learning styles of students. A more recent m...
Saved in:
Main Author: | Koh, Avon Nai Zhong |
---|---|
Other Authors: | Sze Chun Chau |
Format: | Final Year Project |
Language: | English |
Published: |
2014
|
Subjects: | |
Online Access: | http://hdl.handle.net/10356/61908 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Nanyang Technological University |
Language: | English |
Similar Items
-
Purposive hidden-object-game: Embedding human computation in popular game
by: Ni, Y., et al.
Published: (2013) -
Serious games continuum: Between games for purpose and experiential environments for purpose
by: Marsh, T.
Published: (2016) -
Games: Purpose and Potential in Education
Published: (2017) -
Purposive Hidden-Object Game (P-HOG) towards imperceptible human computation
by: Dong, J., et al.
Published: (2013) -
Game for educational purpose using XNA game studio
by: Goh, Gavin.
Published: (2009)