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: 41.20 MB
Format: PDF, ePub
Category : Language Arts & Disciplines
Languages : en
Pages : 232
View: 7162


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: 53.69 MB
Format: PDF, ePub, Mobi
Category : Foreign Language Study
Languages : en
Pages : 157
View: 837


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: 31.55 MB
Format: PDF, ePub
Category : Language Arts & Disciplines
Languages : en
Pages : 311
View: 874


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.

Computer Games And Language Learning

Computer Games and Language Learning PDF

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Author: M. Peterson
Publisher: Springer
ISBN: 1137005173
Size: 17.40 MB
Format: PDF, Kindle
Category : Language Arts & Disciplines
Languages : en
Pages : 167
View: 236


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: 79.94 MB
Format: PDF, Kindle
Category : Language Arts & Disciplines
Languages : en
Pages : 240
View: 3348


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.

Digital Games And Language Learning

Digital Games and Language Learning PDF

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Author: Mark Peterson
Publisher: Bloomsbury Academic
ISBN: 9781350133006
Size: 66.93 MB
Format: PDF, ePub, Docs
Category : Language Arts & Disciplines
Languages : en
Pages : 256
View: 4837


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.

The Routledge Handbook Of Language Learning And Technology

The Routledge Handbook of Language Learning and Technology PDF

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Author: Fiona Farr
Publisher: Routledge
ISBN: 1317329422
Size: 17.71 MB
Format: PDF, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 570
View: 5085


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.

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: 36.60 MB
Format: PDF, Kindle
Category : Education
Languages : en
Pages : 626
View: 3383


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.

Exploring The Potential Of Digital Game Based Learning In The Efl Classroom

Exploring the Potential of Digital Game Based Learning in the EFL Classroom PDF

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Author: Marie Schneider
Publisher: GRIN Verlag
ISBN: 3656321647
Size: 53.79 MB
Format: PDF, Kindle
Category : Foreign Language Study
Languages : en
Pages : 118
View: 5055


Examination Thesis from the year 2011 in the subject English - Pedagogy, Didactics, Literature Studies, grade: 1,0, http://www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit trägt den Titel “Exploring the Potential of Digital Game Based Learning in the EFL Classroom” und lotet das Potenzial kommerzieller Computerspiele für die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und trägt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem – vor allem in Deutschland – nur wenige Publikationen erschienen sind und welches somit nur in Ansätzen untersucht worden ist.

Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study

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

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Author: Baek, Young Kyun
Publisher: IGI Global
ISBN: 1615207147
Size: 61.76 MB
Format: PDF, Kindle
Category : Computers
Languages : en
Pages : 358
View: 480


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.

Becoming A Teacher Of Language And Literacy

Becoming a Teacher of Language and Literacy PDF

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Author: Brenton Doecke
Publisher: Cambridge University Press
ISBN: 1107662869
Size: 55.25 MB
Format: PDF, ePub
Category : Education
Languages : en
Pages : 188
View: 7362


This book explores what it means to be a 21st century literacy educator, promoting a reflective and inquiry-based approach.

Autonomy And Foreign Language Learning In A Virtual Learning Environment

Autonomy and Foreign Language Learning in a Virtual Learning Environment PDF

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Author: Miranda Hamilton
Publisher: A&C Black
ISBN: 1441189807
Size: 56.18 MB
Format: PDF, Docs
Category : Language Arts & Disciplines
Languages : en
Pages : 256
View: 5454


Digitalised learning with its promise of autonomy, enhanced learner choice, independence and freedom, is an intuitive and appealing construct but closer examination reveals it to be a rather simplistic proposition, raising the following questions. -What do we mean by autonomy? -What are we implying about the role of the teacher, the classroom, and interaction between learners? -What do we understand about the impact of technology on the ecology of the learning environment? This book describes the use of a Virtual Learning Environment (VLE) by a group of advanced English language learners in Mexico, comparing what students thought and what they did in response to the technology. The theoretical aim of the book is to work towards the construction of a theory of the development of autonomy and virtual learning in an EFL context. Enhanced understanding about the relationship between autonomy and technology has the potential to inform academics, software designers, materials writers, teacher educators, and teachers and to help learners in their quest to acquire a foreign language.

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