{"title":"通过数字游戏学习中国历史","authors":"Clara Hui Chung Yan, F. Tam","doi":"10.1109/DIGITEL.2010.49","DOIUrl":null,"url":null,"abstract":"Digital game-based learning is becoming a new trend for teaching and learning. While it has been developing in some countries for years, it is still a relatively new topic in others. With the rapid growth of needs in using information technology in the classrooms and the increasing popularity of digital games, this paper aims at looking into the current situation with the help of a case study.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"88 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Learning Chinese History through Digital Game\",\"authors\":\"Clara Hui Chung Yan, F. Tam\",\"doi\":\"10.1109/DIGITEL.2010.49\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Digital game-based learning is becoming a new trend for teaching and learning. While it has been developing in some countries for years, it is still a relatively new topic in others. With the rapid growth of needs in using information technology in the classrooms and the increasing popularity of digital games, this paper aims at looking into the current situation with the help of a case study.\",\"PeriodicalId\":430843,\"journal\":{\"name\":\"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning\",\"volume\":\"88 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-04-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/DIGITEL.2010.49\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/DIGITEL.2010.49","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Digital game-based learning is becoming a new trend for teaching and learning. While it has been developing in some countries for years, it is still a relatively new topic in others. With the rapid growth of needs in using information technology in the classrooms and the increasing popularity of digital games, this paper aims at looking into the current situation with the help of a case study.