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.author | Sharma, Kavita | |
| dc.date.accessioned | 2014-01-20T21:38:27Z | |
| dc.date.available | 2014-01-20T21:38:27Z | |
| dc.date.issued | 2014-01-20 | |
| dc.identifier.uri | https://hdl.handle.net/2139/22002 | |
| dc.language.iso | en | en_US |
| dc.subject | Secondary school students | en_US |
| dc.subject | Student attitudes | en_US |
| dc.subject | English literature | en_US |
| dc.subject | Case studies | en_US |
| dc.subject | Teaching techniques | en_US |
| dc.subject | Computer games | en_US |
| dc.subject | Computer uses in education | en_US |
| dc.subject | Educational games | en_US |
| dc.subject | Student motivation | en_US |
| dc.subject | Trinidad and Tobago | en_US |
| dc.title | 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 | en_US |
| dc.type | Other | en_US |
