An investigation into the use of gaming technology in the teaching of secondary school English literature in a Form Four class, as a means of stimulating student intrinsic motivation and engagement

dc.contributor.authorSharma, Kavita
dc.date.accessioned2014-01-20T21:38:27Z
dc.date.available2014-01-20T21:38:27Z
dc.date.issued2014-01-20
dc.identifier.urihttps://hdl.handle.net/2139/22002
dc.language.isoenen_US
dc.subjectSecondary school studentsen_US
dc.subjectStudent attitudesen_US
dc.subjectEnglish literatureen_US
dc.subjectCase studiesen_US
dc.subjectTeaching techniquesen_US
dc.subjectComputer gamesen_US
dc.subjectComputer uses in educationen_US
dc.subjectEducational gamesen_US
dc.subjectStudent motivationen_US
dc.subjectTrinidad and Tobagoen_US
dc.titleAn investigation into the use of gaming technology in the teaching of secondary school English literature in a Form Four class, as a means of stimulating student intrinsic motivation and engagementen_US
dc.typeOtheren_US

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Kavita Sharma Abstract.pdf
Size:
118.82 KB
Format:
Adobe Portable Document Format

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description: