Learn The Language Of Video Games


Learn The Language Of Video Games
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Learn The Language Of Video Games


Learn The Language Of Video Games
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Author : William Anthony
language : en
Publisher: Enslow Publishing, LLC
Release Date : 2021-07-15

Learn The Language Of Video Games written by William Anthony and has been published by Enslow Publishing, LLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-15 with Juvenile Nonfiction categories.


The video game industry isn’t slowing down. It’s only finding new ways and platforms from which to engage users. Even the youngest elementary students now often have experience with some kinds of video games! Nonetheless, the vocabulary used to talk about video games can seem foreign and extensive. Readers are introduced to the essential terms gamers use in this helpful book. Definitions are written at-level for young readers and word games throughout the book aid in comprehension and memory.



Digital Games In Language Learning And Teaching


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.



How Can Video Games Enhance Learning English As A Second Language


How Can Video Games Enhance Learning English As A Second Language
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Author : Mátyás Blénessy
language : en
Publisher: GRIN Verlag
Release Date : 2016-09-21

How Can Video Games Enhance Learning English As A Second Language written by Mátyás Blénessy and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-21 with Literary Collections categories.


Bachelor Thesis from the year 2016 in the subject English Language and Literature Studies - Other, grade: 4.5, University of Pécs (Institute of English Studies), language: English, abstract: The aim of this study is to present the advantages and issues of acquiring English as a second language from video games. In the theoretical part, the motivational factors are discussed and the related Applied Linguistic concepts are connected with the two main platforms of gaming. In order to find out how the learning process works, I conducted an interview study with three players who were willing to share their experiences. The aim of the second part was to explore the learning processes of the three players in order to discover how playing video games can enhance learning English as a second language. Note: Although the paper attempts to indtroduce the concept of video games, the reader is assumed to have a basic knowledge about the concept of a video game.



Good Video Games Good Learning


Good Video Games Good Learning
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Author : James Paul Gee
language : en
Publisher: Peter Lang
Release Date : 2007

Good Video Games Good Learning written by James Paul Gee and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Education categories.


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Computer Games And Language Learning


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.



Play To Learn


Play To Learn
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Author : Tianshi Hao
language : en
Publisher:
Release Date : 2020-12-07

Play To Learn written by Tianshi Hao and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-07 with Education categories.


Play to Learn: How to Use Video Games to Learn a New Language is a comprehensive examination of how the integration of video games into language learning can greatly increase long-term new language acquisition. It explores the benefits, applications, and concerns surrounding video games and their place in our modern classrooms. In addition, Play to Learn cites research on how students can learn a new language when an educator is present or absent, supplemented with personal stories and real gameplay examples. In this book, you'll learn about Language learning theories plus personal gameplay goals and experiences Research on language learning using video games in both individual and classroom settings Detailed and verified steps to guide you to learn a new language using video games as a tool Used as a resource and guidebook, Play to Learn will guide you step-by-step on how to set language learning goals, select proper games, and offers a timeline and assessment scale to measure your progress. Through expert opinions and an investigation of how video games can positively influence traditional classroom learning, this book helps diminish much of the negativity surrounding the use of video games to learn in our modern world.



The Language Of Gaming


The Language Of Gaming
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Author : Astrid Ensslin
language : en
Publisher: Bloomsbury Publishing
Release Date : 2017-09-16

The Language Of Gaming written by Astrid Ensslin and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-16 with Language Arts & Disciplines categories.


This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.



Bridging Literacies With Videogames


Bridging Literacies With Videogames
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Author : Hannah R. Gerber
language : en
Publisher: Springer
Release Date : 2014-09-23

Bridging Literacies With Videogames written by Hannah R. Gerber and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-23 with Education categories.


Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.



Computer Games And Language Learning


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


Digital Games And Language Learning
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Author : Mark Peterson
language : en
Publisher:
Release Date : 2021

Digital 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 2021 with Electronic games in education 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"--