Released on 2012-12-03Categories Foreign Language Study

LANGUAGE AT PLAY

LANGUAGE AT PLAY

Author: Julie E Sykes

Publisher: Pearson Higher Ed

ISBN: 9780205956319

Category: Foreign Language Study

Page: 256

View: 991

This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. 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.
Released on 2022-07-29Categories

Digital Games in Language Learning

Digital Games in Language Learning

Author: Mark Peterson

Publisher: Routledge

ISBN: 103214596X

Category:

Page: 232

View: 955

This edited volume provides a comprehensive overview of contemporary research into the developments and applications 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 the field and will have wide appeal to students, language educators, game and instructional designers.
Released on 2022-08-12Categories Foreign Language Study

Digital Games in Language Learning

Digital Games in Language Learning

Author: Mark Peterson

Publisher: Taylor & Francis

ISBN: 9781000626711

Category: Foreign Language Study

Page: 202

View: 971

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.
Released on 2021-03-25Categories Language Arts & Disciplines

Digital Games and Language Learning

Digital Games and Language Learning

Author: Mark Peterson

Publisher: Bloomsbury Publishing

ISBN: 9781350133013

Category: Language Arts & Disciplines

Page: 288

View: 576

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.
Released on 2012-06-12Categories Language Arts & Disciplines

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching

Author: Hayo Reinders

Publisher: Springer

ISBN: 9781137005267

Category: Language Arts & Disciplines

Page: 232

View: 713

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.
Released on 2021-03-25Categories Language Arts & Disciplines

Digital Games and Language Learning

Digital Games and Language Learning

Author: Mark Peterson

Publisher: Bloomsbury Publishing

ISBN: 9781350133020

Category: Language Arts & Disciplines

Page: 288

View: 406

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.
Released on 2012-06-12Categories Language Arts & Disciplines

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching

Author: Hayo Reinders

Publisher: Palgrave Macmillan

ISBN: 1137005254

Category: Language Arts & Disciplines

Page: 232

View: 779

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.
Released on 2016-01-12Categories Language Arts & Disciplines

Computer Games and Language Learning

Computer Games and Language Learning

Author: M. Peterson

Publisher: Springer

ISBN: 9781137005175

Category: Language Arts & Disciplines

Page: 167

View: 526

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.
Released on 2012-11-22Categories Language Arts & Disciplines

Contemporary Computer-Assisted Language Learning

Contemporary Computer-Assisted Language Learning

Author: Michael Thomas

Publisher: A&C Black

ISBN: 9781441134509

Category: Language Arts & Disciplines

Page: 368

View: 352

Contemporary Computer-Assisted Language Learning (CALL) is a comprehensive, one-volume work written by leading international figures in the field focusing on a wide range of theoretical and methodological issues. It explains key terms and concepts, synthesizes the research literature and explores the implications of new and emerging technologies. The book includes chapters on key aspects for CALL such as design, teacher education, evaluation, teaching online and testing, as well as new trends such as social media. The volume takes a broad look at CALL and explores how a variety of theoretical approaches have emerged as influences including socio-cultural theory, constructivism and new literacy studies. A glossary of terms to support those new to CALL as well as to allow those already engaged in the field to deepen their existing knowledge is also provided. Contemporary Computer-Assisted Language Learning is essential reading for postgraduate students of language teaching as well as researchers in related fields involved in the study of computer-assisted learning.
Released on 2019-12-05Categories Language Arts & Disciplines

The Handbook of Technology and Second Language Teaching and Learning

The Handbook of Technology and Second Language Teaching and Learning

Author: Carol A. Chapelle

Publisher: John Wiley & Sons

ISBN: 9781119108474

Category: Language Arts & Disciplines

Page: 520

View: 148

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.
Released on 2022-05-31Categories Education

The Routledge Handbook of Language Learning and Teaching Beyond the Classroom

The Routledge Handbook of Language Learning and Teaching Beyond the Classroom

Author: Hayo Reinders

Publisher: Routledge

ISBN: 9781000574630

Category: Education

Page: 462

View: 981

Informal language learning beyond the classroom plays an important and growing role in language learning and teaching. This Handbook brings together the existing body of research and unites the various disciplines that have explored this area, in order to present the current state of knowledge in one accessible resource. Much of adult learning takes place outside of formal education and for language learning, it is likely that out-of-class experiences play an equally important role. It is therefore surprising that the role of informal language learning has received little attention over the years, with the vast majority of research instead focusing on the classroom. Researchers from a range of backgrounds, however, have started to realise the important contribution of informal language learning, both in its own right, and in its relationship with classroom learning. Studies in the areas of learner autonomy, learning strategies, study abroad, language support, learners’ voices, computer-mediated communication, mobile-assisted language learning, digital gaming, and many others, all add to our understanding of the complex and intersecting ways in which learners construct their own language learning experiences, drawing from a wide range of resources, including materials, teachers, self-study, technology, other learners and native speakers. This Handbook provides a sound and comprehensive basis for researchers and graduate students to build upon in their own research of language learning and teaching beyond the classroom.
Released on 2015-09-25Categories Psychology

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games

Author:

Publisher: Academic Press

ISBN: 9780128018408

Category: Psychology

Page: 364

View: 653

Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games