The effects of Language Acquisition using Digital Game Based Learning in the Classroom including a Design Critique of Furious Frogs
DOI:
https://doi.org/10.62707/aishej.v7i2.231Keywords:
Digital Game Based Learning, E-learning, Classroom, Case Study, Furious Frogs, Critique, Arcademics, Game DesignAbstract
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.
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Published
2015-06-29
Issue
Section
Reflections, Journeys and Case Studies
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