The effects of Language Acquisition using Digital Game Based Learning in the Classroom including a Design Critique of Furious Frogs

Authors

  • Cathal McCosker Keimyung University, Korea

DOI:

https://doi.org/10.62707/aishej.v7i2.231

Keywords:

Digital Game Based Learning, E-learning, Classroom, Case Study, Furious Frogs, Critique, Arcademics, Game Design

Abstract

This paper discusses the design of the game, the effects of using it in class and some constructive criticism on how the game could be improved.

Author Biography

Cathal McCosker, Keimyung University, Korea

Assitant Professor,

Department of Game and Mobile Contents,

College of Engineering

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Published

2015-06-29

Issue

Section

Reflections, Journeys and Case Studies