[PDF Download] Language At Play

Language at Play PDF
Author: Julie M. Sykes
Publisher: Prentice Hall
ISBN: 9780205000852
Size: 28.22 MB
Format: PDF, ePub
Category : Foreign Language Study
Languages : en
Pages : 157
View: 3097
Status: Available

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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.

[PDF Download] Gameful Second And Foreign Language Teaching And Learning

Gameful Second and Foreign Language Teaching and Learning PDF
Author: Jonathon Reinhardt
Publisher: Springer
ISBN: 3030047296
Size: 78.62 MB
Format: PDF, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 311
View: 3915
Status: Available

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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.

[PDF Download] Handbook Of Game Based Learning

Handbook of Game Based Learning PDF
Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262043386
Size: 19.59 MB
Format: PDF, Docs
Category : Education
Languages : en
Pages : 600
View: 1083
Status: Available

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A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

[PDF Download] Digital Games In Language Learning And Teaching

Digital Games in Language Learning and Teaching PDF
Author: Hayo Reinders
Publisher: Springer
ISBN: 1137005262
Size: 67.65 MB
Format: PDF, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 232
View: 2994
Status: Available

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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.

[PDF Download] Digital Games And Language Learning

Digital Games and Language Learning PDF
Author: Mark Peterson
Publisher: Bloomsbury Academic
ISBN: 1350133000
Size: 62.17 MB
Format: PDF, Mobi
Category : Language Arts & Disciplines
Languages : en
Pages : 300
View: 2255
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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.

[PDF Download] Computer Games And Language Learning

Computer Games and Language Learning PDF
Author: M. Peterson
Publisher: Springer
ISBN: 1137005173
Size: 65.64 MB
Format: PDF
Category : Language Arts & Disciplines
Languages : en
Pages : 167
View: 2792
Status: Available

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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.

[PDF Download] Cases On Digital Game Based Learning Methods Models And Strategies

Cases on Digital Game Based Learning  Methods  Models  and Strategies PDF
Author: Baek, Youngkyun
Publisher: IGI Global
ISBN: 1466628499
Size: 56.23 MB
Format: PDF, ePub
Category : Education
Languages : en
Pages : 626
View: 6113
Status: Available

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In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

[PDF Download] Brave New Digital Classroom

Brave New Digital Classroom PDF
Author: Robert J. Blake
Publisher: Georgetown University Press
ISBN: 1589019776
Size: 43.49 MB
Format: PDF, Docs
Category : Language Arts & Disciplines
Languages : en
Pages : 240
View: 1341
Status: Available

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Brave New Digital Classroom examines the most effective ways to utilize technology in language learning. The author deftly interweaves the latest results of pedagogical research with descriptions of the most successful computer-assisted language learning (CALL) projects to show how to implement technology in the foreign language curriculum to assist the second language acquisition process. This fully updated second edition includes new chapters on the latest electronic resources, including gaming and social media, and discusses the realities and potential of distance learning for second language acquisition. The author examines the web, CALL applications, and computer-mediated communication (CMC), and suggests how the new technologically assisted curriculum will work for the foreign-language curriculum. Rather than advocating new technologies as a replacement for activities that can be done equally well with traditional processes, the author envisions a radical change as teachers rethink their strategies and develop their competence in the effective use of technology in language teaching and learning. Directed at all language teachers, from the elementary school to postsecondary levels, the book is ideal for graduate-level courses on second language pedagogy. It also serves as an invaluable reference for experienced researchers, CALL developers, department chairs, and administrators.

[PDF Download] Handbook Of Research On Effective Electronic Gaming In Education

Handbook of Research on Effective Electronic Gaming in Education PDF
Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1599048116
Size: 32.20 MB
Format: PDF, Docs
Category : Technology & Engineering
Languages : en
Pages : 1762
View: 5886
Status: Available

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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

[PDF Download] Innovation In Language Teaching And Learning

Innovation in Language Teaching and Learning PDF
Author: Hayo Reinders
Publisher: Springer
ISBN: 303012567X
Size: 16.73 MB
Format: PDF
Category : Language Arts & Disciplines
Languages : en
Pages : 295
View: 6937
Status: Available

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This book examines a wide range of innovations in language learning and teaching in Japan. Each of the chapters describes the impetus for a change or new development in a particular context, from early childhood to adult learning, details its implementation and provides an evaluation of its success. In doing so, they provide a comprehensive overview of best practice in innovating language education from teaching practice in formal classroom settings, to self-directed learning beyond the classroom, and offer recommendations to enhance language education in Japan and beyond. The book will be of interest to scholars of applied linguistics and language development, and in particular to those involved in managing change in language education that attempts to mediate between global trends and local needs.

[PDF Download] Exploring The Potential Of Digital Game Based Learning In The Efl Classroom

Exploring the Potential of Digital Game Based Learning in the EFL Classroom PDF
Author: Marie Schneider
Publisher: GRIN Verlag
ISBN: 3656321647
Size: 79.72 MB
Format: PDF
Category : Foreign Language Study
Languages : en
Pages : 118
View: 7635
Status: Available

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Examination Thesis from the year 2011 in the subject English - Pedagogy, Didactics, Literature Studies, grade: 1,0, http://www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit trägt den Titel “Exploring the Potential of Digital Game Based Learning in the EFL Classroom” und lotet das Potenzial kommerzieller Computerspiele für die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und trägt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem – vor allem in Deutschland – nur wenige Publikationen erschienen sind und welches somit nur in Ansätzen untersucht worden ist.

[PDF Download] Emerging Technologies In Teaching Languages And Cultures

Emerging Technologies in Teaching Languages and Cultures PDF
Author: Yoshiko Saito-Abbott
Publisher:
ISBN:
Size: 27.58 MB
Format: PDF, ePub
Category : Computer-assisted instruction
Languages : en
Pages : 284
View: 2004
Status: Available

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Proceedings of the annual DigitalStream conferences held at California State University-Monterey Bay, in March 15-17, 2001 and March 21-23, 2002.