Three Different Paths for Tabletop Gaming in School Libraries.
Teresa CopelandBrenda HendersonBrian MayerScott NicholsonPublished in: Libr. Trends (2013)
Keyphrases
- game players
- digital games
- digital libraries
- shortest path
- computer games
- educational games
- multi touch
- multimedia
- virtual environment
- optimal path
- role playing game
- high school
- computer technology
- path finding
- neural network
- collaborative activities
- game based learning
- game play
- search engine
- science education
- primary school
- metadata
- data sets
- teacher training
- national university