Digital Games in Language Learning -

Digital Games in Language Learning

Case Studies and Applications

Mark Peterson, Nasser Jabbari (Herausgeber)

Buch | Softcover
184 Seiten
2022
Routledge (Verlag)
978-1-032-14597-6 (ISBN)
46,10 inkl. MwSt
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.
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.

Mark Peterson is an Associate Professor at Kyoto University, where he established and now directs a research lab focusing on computer assisted language learning. Nasser Jabbari is an Assistant Professor of TESOL and Applied Linguistics at the University of Essex. His research interest lies at the interface between L2 learning and digital technologies.

1. Digital games and foreign language learning: context and future development 2. A systematic review of theory-informed design and Implementation of digital game-based language learning 3. Use of digital game creation tools in computer assisted language learning: a systematic literature review 4. A Methodological framework for analysing the language in digital games 5. Direct qualitative assessment of language learning outcomes in digital game-based interaction: an exploratory case study 6. Let’s Play videos and L2 academic vocabulary 7. Exploring ESL students’ perceived engagement in and experience of content vocabulary learning through virtual reality games 8. Becoming a resourceful language learner in a narrative-driven participatory game 9. Interaction games to boost intercultural communication in virtual worlds and video-communication

Erscheinungsdatum
Reihe/Serie New Directions in Computer Assisted Language Learning
Zusatzinfo 39 Tables, black and white; 13 Line drawings, black and white; 28 Halftones, black and white; 41 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 178 x 254 mm
Gewicht 376 g
Themenwelt Schulbuch / Wörterbuch Wörterbuch / Fremdsprachen
Geisteswissenschaften Sprach- / Literaturwissenschaft Sprachwissenschaft
Sozialwissenschaften Pädagogik
ISBN-10 1-032-14597-8 / 1032145978
ISBN-13 978-1-032-14597-6 / 9781032145976
Zustand Neuware
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