Gamification In English Teaching And Learning


Gamification In English Teaching And Learning
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Gamification In English Teaching And Learning


Gamification In English Teaching And Learning
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Author : Intania Harismayanti
language : en
Publisher: Nilacakra
Release Date : 2020-11-01

Gamification In English Teaching And Learning written by Intania Harismayanti and has been published by Nilacakra this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-01 with Young Adult Nonfiction categories.


In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.



Research Anthology On Developments In Gamification And Game Based Learning


Research Anthology On Developments In Gamification And Game Based Learning
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2021-11-26

Research Anthology On Developments In Gamification And Game Based Learning written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-26 with Education categories.


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 Learning And Gamification The Usage Of Duolingo For Students


Digital Learning And Gamification The Usage Of Duolingo For Students
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Author : Ben Joy Muin
language : en
Publisher: GRIN Verlag
Release Date : 2021-11-03

Digital Learning And Gamification The Usage Of Duolingo For Students written by Ben Joy Muin and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-03 with Education categories.


Seminar paper from the year 2021 in the subject Pedagogy - School Pedagogics, grade: 1,7, University of Wuppertal (Anglistik/Amerikanistik), course: Digital EFL Learning, language: English, abstract: This term paper aims to answer this question by discussing the advantages and disadvantages of Duolingo for students in schools in- and outside the classroom, while also analyzing the gamified mechanics of the application, as they are a core element of the learning experience. Structurally, this paper first looks at the topic of gamification. Secondly, Duolingo and its gamified mechanics are introduced, followed by an analysis of how well the app is suited for students, discussing advantages and disadvantages. Lastly, a summary of the findings and a conclusion will be presented. In recent years, language learning apps have become increasingly popular. Due to the omnipresence of smartphones, it has become easier than ever to start learning a new language just by downloading an application. An important reason, why these "apps" have turned the otherwise tedious task of language learning into a popular free time activity is their ease of use. Many of these apps are relying on gamified mechanics, which can make the process of language learning generally more fun, keeping learners engaged and motivated. Especially the language learning program "Duolingo" relies heavily on gamification, which might be one of the reasons why Duolingo is one of the most popular language-learning applications. However, even with its popularity, is Duolingo also the best-suited language learning app for all learners?



Practices And Implementation Of Gamification In Higher Education


Practices And Implementation Of Gamification In Higher Education
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Author : Membrive, Veronica
language : en
Publisher: IGI Global
Release Date : 2024-02-26

Practices And Implementation Of Gamification In Higher Education written by Membrive, Veronica and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-26 with Education categories.


Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.



Gamification In Learning And Education


Gamification In Learning And Education
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Author : Sangkyun Kim
language : en
Publisher: Springer
Release Date : 2017-09-19

Gamification In Learning And Education written by Sangkyun Kim and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-19 with Education categories.


This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.



New Technological Applications For Foreign And Second Language Learning And Teaching


New Technological Applications For Foreign And Second Language Learning And Teaching
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Author : Mariusz Kruk
language : en
Publisher: Information Science Reference
Release Date : 2020

New Technological Applications For Foreign And Second Language Learning And Teaching written by Mariusz Kruk and has been published by Information Science Reference this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with Educational technology categories.


"This book explores how the latest technologies have the potential to engage foreign/second language learners both within and outside the language classroom and to facilitate language learning and teaching"--



Digital Games In Language Learning


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.



Gameful Second And Foreign Language Teaching And Learning


Gameful Second And Foreign Language Teaching And Learning
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Author : Jonathon Reinhardt
language : en
Publisher: Springer
Release Date : 2018-12-30

Gameful Second And Foreign Language Teaching And Learning written by Jonathon Reinhardt and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-12-30 with Language Arts & Disciplines categories.


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.



Augmented Learning


Augmented Learning
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Author : Eric Klopfer
language : en
Publisher: MIT Press
Release Date : 2008

Augmented Learning written by Eric Klopfer and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Education categories.


New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.



Teacher Training For English Medium Instruction In Higher Education


Teacher Training For English Medium Instruction In Higher Education
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Author : Sánchez-Pérez, Maria del Mar
language : en
Publisher: IGI Global
Release Date : 2020-02-07

Teacher Training For English Medium Instruction In Higher Education written by Sánchez-Pérez, Maria del Mar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-07 with Education categories.


English-medium instruction (EMI) has become a pervasive teaching model in recent higher education. The implementation of EMI programs requires changes in university teaching methods since most lecturers need to adapt their contents and the way they teach them to successfully work in foreign language environments. The rapid proliferation of such programs has resulted in concern among teaching staff, who have felt pushed towards teaching their subject content through a non-native language with little or no previous training. As a result, many recent studies have highlighted the importance and urgency to train teaching staff in terms of language proficiency and the appropriate teaching methods, techniques, and strategies to be applied in EMI lessons. Teacher Training for English-Medium Instruction in Higher Education is an academic research publication that provides comprehensive research on effective approaches and experiences in teacher training for EMI at universities both in terms of language skills and teaching methodologies and that analyzes the design and development of comprehensive teacher training programs that successfully engage these EMI programs. It has profound implications for the development of the international profile of higher education institutions as it provides information on how to train highly-qualified lecturers to successfully teach students from different nationalities. Featuring a wide range of topics such as assessment, curriculum design, and learning styles, this book is ideal for pre- and in-service teachers, language specialists, content specialists, administrators, deans, higher education faculty, researchers, practitioners, curriculum designers, policymakers, academicians, and students.