It takes the average reader 10 hours and 41 minutes to read Cases on Digital Game-Based Learning: Methods, Models, and Strategies by Baek, Youngkyun
Assuming a reading speed of 250 words per minute. Learn more
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 results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games...
Cases on Digital Game-Based Learning: Methods, Models, and Strategies by Baek, Youngkyun is 626 pages long, and a total of 160,256 words.
This makes it 211% the length of the average book. It also has 196% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes 14 hours and 35 minutes to read Cases on Digital Game-Based Learning: Methods, Models, and Strategies aloud.
Cases on Digital Game-Based Learning: Methods, Models, and Strategies is suitable for students ages 12 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
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