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Learning Through Playing in Hong Kong Classrooms

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Trends and Applications of Serious Gaming and Social Media

Part of the book series: Gaming Media and Social Effects ((GMSE))

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Abstract

In this chapter, Hui and Tam share their experience in promoting and bringing digital games in the formal education settings. They talk about the process of producing an educational game, from realising the needs, the cooperation with different parties, the goals and expectation, the ideas and discussion and then the design and development, as well as the implementation and evaluation of their interactive learning and teaching tool. Hui and Tam showcase the work we have done and their impact on students, and share their results and findings on the game-based learning projects.

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Correspondence to Frankie Tam .

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© 2014 Springer Science+Business Media Singapore

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Hui, C., Tam, F. (2014). Learning Through Playing in Hong Kong Classrooms. In: Baek, Y., Ko, R., Marsh, T. (eds) Trends and Applications of Serious Gaming and Social Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-4560-26-9_11

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  • DOI: https://doi.org/10.1007/978-981-4560-26-9_11

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-4560-25-2

  • Online ISBN: 978-981-4560-26-9

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