Computer Games And Language Learning

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Computer Games And Language Learning
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Author : M. Peterson
language : en
Publisher: Springer
Release Date : 2016-01-12
Computer Games And Language Learning written by M. Peterson and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-12 with Language Arts & Disciplines categories.
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 Language Learning
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Author : Mark Peterson
language : en
Publisher: Bloomsbury Publishing
Release Date : 2021-03-25
Digital Games And Language Learning written by Mark Peterson and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Language Arts & Disciplines categories.
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
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Author : Mark Peterson
language : en
Publisher: Taylor & Francis
Release Date : 2022-08-12
Digital Games In Language Learning written by Mark Peterson and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-08-12 with Foreign Language Study categories.
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.
Digital Games In Language Learning And Teaching
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Author : Hayo Reinders
language : en
Publisher: Springer
Release Date : 2012-06-12
Digital Games In Language Learning And Teaching written by Hayo Reinders and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-12 with Language Arts & Disciplines categories.
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.
Contemporary Computer Assisted Language Learning
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Author : Michael Thomas
language : en
Publisher: A&C Black
Release Date : 2012-12-27
Contemporary Computer Assisted Language Learning written by Michael Thomas and has been published by A&C Black this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-27 with Language Arts & Disciplines categories.
A state of the art reference volume on contemporary computer-assisted language learning, including chapters on research and methodology by leading international figures in the field.
Computer Games And Language Learning
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Author : Mark Peterson
language : en
Publisher:
Release Date : 2013
Computer Games And Language Learning written by Mark Peterson and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Computer games categories.
This book investigates the phenomenon and examines the relationship between technological innovation and development in the field of computer-assisted language learning.
Handbook Of Research On E Learning Methodologies For Language Acquisition
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Author : de Cássia Veiga Marriott, Rita
language : en
Publisher: IGI Global
Release Date : 2008-07-31
Handbook Of Research On E Learning Methodologies For Language Acquisition written by de Cássia Veiga Marriott, Rita and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-07-31 with Education categories.
"This book discusses the complete range of contemporary research topics such as computer modeling, geometry, geoprocessing, and geographic information systems"--Provided by publisher.
The Routledge Handbook Of Language Learning And Technology
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Author : Fiona Farr
language : en
Publisher: Routledge
Release Date : 2016-02-26
The Routledge Handbook Of Language Learning And Technology written by Fiona Farr and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-02-26 with Language Arts & Disciplines categories.
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.
The Handbook Of Technology And Second Language Teaching And Learning
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Author : Carol A. Chapelle
language : en
Publisher: John Wiley & Sons
Release Date : 2017-09-05
The Handbook Of Technology And Second Language Teaching And Learning written by Carol A. Chapelle and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-05 with Language Arts & Disciplines categories.
The Handbook of Technology and Second Language Teaching and Learning presents a comprehensive exploration of the impact of technology on the field of second language learning. The rapidly evolving language-technology interface has propelled dramatic changes in, and increased opportunities for, second language teaching and learning. Its influence has been felt no less keenly in the approaches and methods of assessing learners' language and researching language teaching and learning. Contributions from a team of international scholars make up the Handbook consisting of four parts: language teaching and learning through technology; the technology-pedagogy interface; technology for L2 assessment; and research and development of technology for language learning. It considers how technology assists in all areas of language development, the emergence of pedagogy at the intersection of language and technology, technology in language assessment, and major research issues in research and development of technologies for language learning. It covers all aspects of language including grammar, vocabulary, reading, writing, listening, speaking, pragmatics, and intercultural learning, as well as new pedagogical and assessment approaches, and new ways of conceiving and conducting research and development. The Handbook of Technology and Second Language Teaching and Learning demonstrates the extensive, multifaceted implications of technology for language teachers, learners, materials-developers, and researchers.
Design And Use Of Serious Games
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Author : Marja Helena Kankaanranta
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-12-25
Design And Use Of Serious Games written by Marja Helena Kankaanranta and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-12-25 with Technology & Engineering categories.
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.