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BOOK EXCERPT:
Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Mark Peterson |
Publisher |
: Bloomsbury Publishing |
Release |
: 2021-03-25 |
File |
: 288 Pages |
ISBN-13 |
: 9781350133013 |
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BOOK EXCERPT:
This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Hayo Reinders |
Publisher |
: Springer |
Release |
: 2012-06-12 |
File |
: 318 Pages |
ISBN-13 |
: 9781137005267 |
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BOOK EXCERPT:
This edited volume provides a comprehensive overview of contemporary research into the application of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand, there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in this field and will have wide appeal to students, language educators, game and instructional designers.
Product Details :
Genre |
: Foreign Language Study |
Author |
: Mark Peterson |
Publisher |
: Taylor & Francis |
Release |
: 2022-08-12 |
File |
: 243 Pages |
ISBN-13 |
: 9781000626711 |
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BOOK EXCERPT:
How digital games can inform, enhance and transform L2 pedagogy The potential of digital games in the second and foreign (L2) classroom is enormous but harnessing their potential for application in the L2 classroom, however, presents complex challenges. In Language at Play: Digital Games in Second and Foreign Language Teaching and Learning , Sykes and Reinhart combine research from a variety of perspectives in applied linguistics, educational gaming, and games studies, and structure their discussion of five major concepts central to these areas: goal, interaction, feedback, motivation and context. While theoretically grounded, the volume's audience is primarily practicing L2 professionals with classroom experience. Intended for current and future foreign language teaching professionals, volumes in the Theory and Practice in Second Language Classroom Instruction series examine issues in teaching and learning in language classrooms. The topics selected and the discussions of them draw in principled ways on theory and practice in a range of fields, including second language acquisition, foreign language education, educational policy, language policy, linguistics, and other areas of applied linguistics.
Product Details :
Genre |
: Foreign Language Study |
Author |
: Julie M. Sykes |
Publisher |
: Prentice Hall |
Release |
: 2012 |
File |
: 157 Pages |
ISBN-13 |
: 0205000851 |
eBook Download
BOOK EXCERPT:
This edited volume provides a comprehensive overview of contemporary research into the application of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand, there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in this field and will have wide appeal to students, language educators, game and instructional designers.
Product Details :
Genre |
: Foreign Language Study |
Author |
: Mark Peterson |
Publisher |
: Taylor & Francis |
Release |
: 2022-08-12 |
File |
: 203 Pages |
ISBN-13 |
: 9781000626704 |
eBook Download
BOOK EXCERPT:
Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Mark Peterson |
Publisher |
: Bloomsbury Publishing |
Release |
: 2021-03-25 |
File |
: 253 Pages |
ISBN-13 |
: 9781350133020 |
eBook Download
BOOK EXCERPT:
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: M. Peterson |
Publisher |
: Springer |
Release |
: 2016-01-12 |
File |
: 180 Pages |
ISBN-13 |
: 9781137005175 |
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BOOK EXCERPT:
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.
Product Details :
Genre |
: Education |
Author |
: Catherine Beavis |
Publisher |
: Wakefield Press |
Release |
: 2012 |
File |
: 178 Pages |
ISBN-13 |
: 9781743051276 |
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BOOK EXCERPT:
A fully updated and revised edition of this classic book which contains enjoyable games to practise language at any stage of the learning process.
Product Details :
Genre |
: Education |
Author |
: Andrew Wright |
Publisher |
: Cambridge University Press |
Release |
: 2006-02-13 |
File |
: 195 Pages |
ISBN-13 |
: 9780521618229 |
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BOOK EXCERPT:
Contemporary Computer-Assisted Language Learning (CALL) is a comprehensive, one-volume work written by leading international figures in the field focusing on a wide range of theoretical and methodological issues. It explains key terms and concepts, synthesizes the research literature and explores the implications of new and emerging technologies. The book includes chapters on key aspects for CALL such as design, teacher education, evaluation, teaching online and testing, as well as new trends such as social media. The volume takes a broad look at CALL and explores how a variety of theoretical approaches have emerged as influences including socio-cultural theory, constructivism and new literacy studies. A glossary of terms to support those new to CALL as well as to allow those already engaged in the field to deepen their existing knowledge is also provided. Contemporary Computer-Assisted Language Learning is essential reading for postgraduate students of language teaching as well as researchers in related fields involved in the study of computer-assisted learning.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Michael Thomas |
Publisher |
: A&C Black |
Release |
: 2012-11-22 |
File |
: 418 Pages |
ISBN-13 |
: 9781441134509 |