Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching PDF Author: Hayo Reinders
Publisher: Springer
ISBN: 1137005262
Category : Language Arts & Disciplines
Languages : en
Pages : 232

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Book Description
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.

Computer Games and Language Learning

Computer Games and Language Learning PDF Author: M. Peterson
Publisher: Springer
ISBN: 1137005173
Category : Language Arts & Disciplines
Languages : en
Pages : 167

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Book Description
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.

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching PDF Author: Hayo Reinders
Publisher: Springer
ISBN: 1137005262
Category : Language Arts & Disciplines
Languages : en
Pages : 232

Get Book

Book Description
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.

Digital Games and Language Learning

Digital Games and Language Learning PDF Author: Mark Peterson
Publisher: Bloomsbury Publishing
ISBN: 1350133019
Category : Language Arts & Disciplines
Languages : en
Pages : 288

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Book Description
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.

Computer Games for Learning

Computer Games for Learning PDF Author: Richard E. Mayer
Publisher: MIT Press
ISBN: 0262027577
Category : Education
Languages : en
Pages : 303

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Book Description
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Digital Games in Language Learning

Digital Games in Language Learning PDF Author: Mark Peterson
Publisher: Taylor & Francis
ISBN: 1000626717
Category : Foreign Language Study
Languages : en
Pages : 243

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Book Description
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.

Computer Games and Language Learning

Computer Games and Language Learning PDF Author: M. Peterson
Publisher: Springer
ISBN: 1137005173
Category : Language Arts & Disciplines
Languages : en
Pages : 167

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Book Description
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.

Digital Language Learning and Teaching

Digital Language Learning and Teaching PDF Author: Hayo Reinders
Publisher: Bloomsbury Academic
ISBN: 9781474277945
Category :
Languages : en
Pages : 335

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Book Description
Digital Language Learning and Teaching: Critical and Primary Sources' offers the most up-to-date information on a field vital to the full understanding of language acquisition and language teaching in the modern era. The four volumes focus on: 'Theories and Frameworks'; 'Focus on the Learner'; 'Teaching with Computer Assisted Language Learning'; 'New Developments in Computer Assisted Language Learning'.

Digital Play

Digital Play PDF Author: Kyle Mawer
Publisher: Delta Publishing Company(IL)
ISBN: 9781905085552
Category : Computer games
Languages : en
Pages : 0

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Book Description
Focuses on the use of computer games in language teaching. This title offers: guidance on taking on the challenge of the digital revolution; insight into how learners engage with gaming outside the classroom; and advice and activities for effectively bringing the world of gaming inside the classroom.

Games for Language Learning

Games for Language Learning PDF Author: Andrew Wright
Publisher: Cambridge University Press
ISBN: 0521618223
Category : Education
Languages : en
Pages : 195

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Book Description
A fully updated and revised edition of this classic book which contains enjoyable games to practise language at any stage of the learning process.

Computer Games in the EFL Classroom

Computer Games in the EFL Classroom PDF Author: Marie Schneider
Publisher: Anchor Academic Publishing (aap_verlag)
ISBN: 3954895684
Category : Foreign Language Study
Languages : en
Pages : 122

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Book Description
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.