Digital Games And Language Learning

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Digital Games and Language Learning

Author : Mark Peterson,Kasumi Yamazaki,Michael Thomas
Publisher : Bloomsbury Publishing
Page : 288 pages
File Size : 51,6 Mb
Release : 2021-03-25
Category : Language Arts & Disciplines
ISBN : 9781350133013

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Digital Games and Language Learning by Mark Peterson,Kasumi Yamazaki,Michael Thomas Pdf

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.

Digital Games in Language Learning and Teaching

Author : Hayo Reinders
Publisher : Springer
Page : 232 pages
File Size : 51,6 Mb
Release : 2012-06-12
Category : Language Arts & Disciplines
ISBN : 9781137005267

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Digital Games in Language Learning and Teaching by Hayo Reinders Pdf

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 in Language Learning

Author : Mark Peterson,Nasser Jabbari
Publisher : Taylor & Francis
Page : 243 pages
File Size : 40,7 Mb
Release : 2022-08-12
Category : Foreign Language Study
ISBN : 9781000626711

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Digital Games in Language Learning by Mark Peterson,Nasser Jabbari Pdf

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

Author : M. Peterson
Publisher : Springer
Page : 167 pages
File Size : 42,7 Mb
Release : 2016-01-12
Category : Language Arts & Disciplines
ISBN : 9781137005175

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Computer Games and Language Learning by M. Peterson Pdf

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 and Learning

Author : Nicola Whitton
Publisher : Routledge
Page : 215 pages
File Size : 48,9 Mb
Release : 2014-03-26
Category : Education
ISBN : 9781136216442

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Digital Games and Learning by Nicola Whitton Pdf

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Language at Play

Author : Julie M. Sykes,Jonathon Reinhardt,Judith E. Liskin-Gasparro,Manel Lacorte
Publisher : Prentice Hall
Page : 157 pages
File Size : 46,9 Mb
Release : 2012
Category : Foreign Language Study
ISBN : 0205000851

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Language at Play by Julie M. Sykes,Jonathon Reinhardt,Judith E. Liskin-Gasparro,Manel Lacorte Pdf

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.

Gameful Second and Foreign Language Teaching and Learning

Author : Jonathon Reinhardt
Publisher : Springer
Page : 311 pages
File Size : 43,8 Mb
Release : 2018-12-30
Category : Language Arts & Disciplines
ISBN : 9783030047290

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Gameful Second and Foreign Language Teaching and Learning by Jonathon Reinhardt Pdf

This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.

Foreign Language Learning in the Digital Age

Author : Christiane Lütge
Publisher : Routledge
Page : 320 pages
File Size : 47,7 Mb
Release : 2022-01-31
Category : Education
ISBN : 9781000512434

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Foreign Language Learning in the Digital Age by Christiane Lütge Pdf

Foreign Language Learning in the Digital Age addresses the growing significance of diversifying media in contemporary society and expands on current discourses that have formulated media and a multitude of literacies as integral objectives in 21st-century education. The book engages with epistemological and critical foundations of multiliteracies and related pedagogies for foreign language-learning contexts. It includes a discussion of how multimodal and digital media impact meaning-making practices in learning, the inherent potentials and challenges that are foregrounded in the use of multimodal and digital media and the contribution that (foreign) language education can provide in developing multiliteracies. The volume additionally addresses foreign language education across the formal educational spectrum: from primary education to adult and teacher education. This multifaceted volume presents the scope of media and literacies for foreign language education in the digital age and examples of best practice for working with media in formal language learning contexts. This book will be of great interest to academics, researchers, and post-graduate students in the fields of language teaching and learning, digital education, media education, applied linguistics and TESOL.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 41,9 Mb
Release : 2021-11-26
Category : Education
ISBN : 9781668437117

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Research Anthology on Developments in Gamification and Game-Based Learning by Management Association, Information Resources Pdf

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Digital Language Learning and Teaching

Author : Hayo Reinders,Michael Thomas,Julie Sykes,Mark Peterson
Publisher : Bloomsbury Academic
Page : 335 pages
File Size : 46,7 Mb
Release : 2017
Category : Electronic
ISBN : 1474277942

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Digital Language Learning and Teaching by Hayo Reinders,Michael Thomas,Julie Sykes,Mark Peterson Pdf

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'.

Inclusive Theory and Practice in Special Education

Author : van Rensburg, Henriette,O'Neill, Shirley
Publisher : IGI Global
Page : 425 pages
File Size : 40,6 Mb
Release : 2020-01-03
Category : Education
ISBN : 9781799829034

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Inclusive Theory and Practice in Special Education by van Rensburg, Henriette,O'Neill, Shirley Pdf

Inclusive education retains significant complexity associated with creating a definition, and there is significant importance within the surrounding narratives reflecting the broader definitions. Due to the flexibility within the definition, investigating current practices across an array of definitions becomes essential to developing best practices in special education. Inclusive Theory and Practice in Special Education is an essential research book that examines current shifts in the field within the overarching philosophy of inclusion and inclusive education. It reports recent research that focuses on the experiences of teachers and students in classrooms and ways of enhancing the practices of inservice teachers and early career teachers, as well as the preparation of preservice teachers. Besides presenting research from these perspectives, it also addresses a selection of broader issues that impact on policy and curriculum, thus identifying related concerns, including those of the wider community. Highlighting a wide range of topics such as learning disabilities, student mobility, and early childhood education, this publication is ideal for researchers, professionals, administrators, curriculum designers, academicians, policymakers, and students.

Emotions, Technology, and Digital Games

Author : Anonim
Publisher : Academic Press
Page : 364 pages
File Size : 49,6 Mb
Release : 2015-09-25
Category : Psychology
ISBN : 9780128018408

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Emotions, Technology, and Digital Games by Anonim Pdf

Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Language and Learning in the Digital Age

Author : James Paul Gee,Elisabeth R. Hayes
Publisher : Routledge
Page : 168 pages
File Size : 44,8 Mb
Release : 2011-02-01
Category : Education
ISBN : 9781136825668

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Language and Learning in the Digital Age by James Paul Gee,Elisabeth R. Hayes Pdf

In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today’s digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.

The Routledge Handbook of Language Learning and Technology

Author : Fiona Farr,Liam Murray
Publisher : Routledge
Page : 811 pages
File Size : 44,9 Mb
Release : 2016-02-26
Category : Language Arts & Disciplines
ISBN : 9781317329411

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The Routledge Handbook of Language Learning and Technology by Fiona Farr,Liam Murray Pdf

The exponential growth and development of modern technologies in all sectors has made it increasingly difficult for students, teachers and teacher educators to know which technologies to employ and how best to take advantage of them. The Routledge Handbook of Language Learning and Technology brings together experts in a number of key areas of development and change, and opens the field of language learning by exploring the pedagogical importance of technological innovation. The handbook is structured around six themes: historical and conceptual contexts core issues interactive and collaborative technologies for language learning corpora and data driven learning gaming and language learning purpose designed language learning resources. Led by fundamental concepts, theories and frameworks from language learning and teaching research rather than by specific technologies, this handbook is the essential reference for all students, teachers and researchers of Language Learning and TESOL. Those working in the areas of Applied Linguistics, Education and Media Studies will also find this a valuable book.

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Author : Baek, Young Kyun
Publisher : IGI Global
Page : 358 pages
File Size : 51,7 Mb
Release : 2010-05-31
Category : Computers
ISBN : 9781615207145

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Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by Baek, Young Kyun Pdf

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.