1 Read eBook for: digital games in language learning and teaching [PDF]

Digital Games In Language Learning And Teaching

Digital Games in Language Learning and Teaching PDF

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Author: Hayo Reinders
Publisher: Springer
ISBN: 1137005262
Size: 27.58 MB
Format: PDF, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 232
View: 4281


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.

Language At Play

Language at Play PDF

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Author: Julie M. Sykes
Publisher: Prentice Hall
ISBN: 9780205000852
Size: 12.61 MB
Format: PDF
Category : Foreign Language Study
Languages : en
Pages : 157
View: 3738


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

Gameful Second and Foreign Language Teaching and Learning PDF

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Author: Jonathon Reinhardt
Publisher: Springer
ISBN: 3030047296
Size: 56.47 MB
Format: PDF, ePub
Category : Language Arts & Disciplines
Languages : en
Pages : 311
View: 1590


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.

Handbook Of Game Based Learning

Handbook of Game Based Learning PDF

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Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262043386
Size: 19.31 MB
Format: PDF, ePub
Category : Education
Languages : en
Pages : 600
View: 2926


A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Digital Games And Language Learning

Digital Games and Language Learning PDF

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Author: Mark Peterson
Publisher: Bloomsbury Publishing
ISBN: 1350133019
Size: 63.80 MB
Format: PDF, ePub, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 288
View: 3439


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 And Language Learning

Computer Games and Language Learning PDF

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Author: M. Peterson
Publisher: Springer
ISBN: 1137005173
Size: 16.68 MB
Format: PDF, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 167
View: 5692


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.

Brave New Digital Classroom

Brave New Digital Classroom PDF

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Author: Robert J. Blake
Publisher: Georgetown University Press
ISBN: 1589019776
Size: 44.77 MB
Format: PDF, Docs
Category : Language Arts & Disciplines
Languages : en
Pages : 240
View: 4531


Brave New Digital Classroom examines the most effective ways to utilize technology in language learning. The author deftly interweaves the latest results of pedagogical research with descriptions of the most successful computer-assisted language learning (CALL) projects to show how to implement technology in the foreign language curriculum to assist the second language acquisition process. This fully updated second edition includes new chapters on the latest electronic resources, including gaming and social media, and discusses the realities and potential of distance learning for second language acquisition. The author examines the web, CALL applications, and computer-mediated communication (CMC), and suggests how the new technologically assisted curriculum will work for the foreign-language curriculum. Rather than advocating new technologies as a replacement for activities that can be done equally well with traditional processes, the author envisions a radical change as teachers rethink their strategies and develop their competence in the effective use of technology in language teaching and learning. Directed at all language teachers, from the elementary school to postsecondary levels, the book is ideal for graduate-level courses on second language pedagogy. It also serves as an invaluable reference for experienced researchers, CALL developers, department chairs, and administrators.

Cases On Digital Game Based Learning Methods Models And Strategies

Cases on Digital Game Based Learning  Methods  Models  and Strategies PDF

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Author: Baek, Youngkyun
Publisher: IGI Global
ISBN: 1466628499
Size: 34.82 MB
Format: PDF, ePub, Docs
Category : Education
Languages : en
Pages : 626
View: 3822


In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Handbook Of Research On Effective Electronic Gaming In Education

Handbook of Research on Effective Electronic Gaming in Education PDF

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Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1599048116
Size: 55.11 MB
Format: PDF, Docs
Category : Technology & Engineering
Languages : en
Pages : 1762
View: 5035


"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Key Concepts In Second Language Acquisition

Key Concepts in Second Language Acquisition PDF

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Author: Shawn Loewen
Publisher: Macmillan International Higher Education
ISBN: 0230346278
Size: 56.84 MB
Format: PDF, ePub, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 256
View: 1140


What does it mean to acquire a language? What is considered a 'second' language in multilingual settings? This practical and comprehensive guide provides an opportunity to consider these issues, providing easy access to concise definitions of key terms and concepts in the study of Second Language Acquisition.

Savegame

Savegame PDF

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Author: Wilfried Elmenreich
Publisher: Springer-Verlag
ISBN: 365827395X
Size: 59.32 MB
Format: PDF
Category : Social Science
Languages : de
Pages : 335
View: 396


Der Band bietet eine Zusammenschau theoretischer und praktischer Perspektiven, die sich rund um das Thema Videospiel, die Erhaltung von Information und die Beharrung auf traditionellen Designparadigmen ergeben. Die Beiträge gehen über ihre jeweiligen Disziplinen von der verbindenden Metapher des Savegames (Speicherstandes) hinaus, um unterschiedlichste Aspekte des Designs, der Bewahrung und der Kritik von Spielen verfügbar und vernetzt nutzbar zu machen. Technische und kulturwissenschaftliche Zugänge ergänzen sich und stellen den Lesern multifunktionale Werkzeuge zur Nutzung, Schaffung und Analyse von Videospielen zur Verfügung. Die Herausgeber*innen Prof. Dipl.-Ing. Dr. Wilfried Elmenreich ist Informationstechniker am Institut für Vernetzte und Eingebettete Systeme und hält einen Lehrstuhl für Smart Grids an der Alpen-Adria-Universität Klagenfurt. Mag. Dr. René Reinhold Schallegger arbeitet im Bereich der anglophonen Kulturwissenschaften sowie der Game Studies und ist Assoziierter Professor am Institut für Anglistik und Amerikanistik. Felix Schniz MA ist Universitätsassistent und Doktoratsstudierender am Institut für Anglistik und Amerikanistik der Alpen-Adria-Universität Klagenfurt. Gemeinsam sind sie die Begründer des Masterstudiengangs Game Studies and Engineering an der Alpen-Adria-Universität Klagenfurt. Sonja Gabriel ist Hochschulprofessorin für Medienpädagogik und Mediendidaktik an der KPH Wien/Krems und in der Pädagog*innenbildung tätig. Sie forscht und publiziert im Bereich Digital Game-Based Learning und Wertevermittlung durch digitale Spiele. Mag. Gerhard Pölsterl ist Fachreferent für Medienpädagogik im Bundeskanzleramt Österreich. Im Bereich Gaming ist er für die Bundesstelle für die Positivprädikatisierung von digitalen Spielen (BuPP.at) zuständig. Wolfgang B. Ruge MA ist Lektor an der Universität Wien und Geschäftsführer der Bildungsgrund. Agentur- und Kultur und Medienpädagogik KG.

Innovation In Language Teaching And Learning

Innovation in Language Teaching and Learning PDF

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Author: Hayo Reinders
Publisher: Springer
ISBN: 303012567X
Size: 56.94 MB
Format: PDF, Kindle
Category : Language Arts & Disciplines
Languages : en
Pages : 295
View: 3181


This book examines a wide range of innovations in language learning and teaching in Japan. Each of the chapters describes the impetus for a change or new development in a particular context, from early childhood to adult learning, details its implementation and provides an evaluation of its success. In doing so, they provide a comprehensive overview of best practice in innovating language education from teaching practice in formal classroom settings, to self-directed learning beyond the classroom, and offer recommendations to enhance language education in Japan and beyond. The book will be of interest to scholars of applied linguistics and language development, and in particular to those involved in managing change in language education that attempts to mediate between global trends and local needs.

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