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.creator | Sharma, Kavita | |
dc.date.accessioned | 2014-01-20T21:38:27Z | |
dc.date.accessioned | 2019-08-05T18:25:49Z | |
dc.date.available | 2014-01-20T21:38:27Z | |
dc.date.available | 2019-08-05T18:25:49Z | |
dc.date.created | 2014-01-20T21:38:27Z | |
dc.date.issued | 2014-01-20 | |
dc.identifier | http://hdl.handle.net/2139/22002 | |
dc.identifier.uri | http://repositorioslatinoamericanos.uchile.cl/handle/2250/3021940 | |
dc.language | en | |
dc.subject | Secondary school students | |
dc.subject | Student attitudes | |
dc.subject | English literature | |
dc.subject | Case studies | |
dc.subject | Teaching techniques | |
dc.subject | Computer games | |
dc.subject | Computer uses in education | |
dc.subject | Educational games | |
dc.subject | Student motivation | |
dc.subject | Trinidad and Tobago | |
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 | |
dc.type | Other |