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Digital Games in Language Learning: Case Studies and Applications [Pehme köide]

Edited by (Kyoto University, Japan), Edited by (University of Essex, UK)
  • Formaat: Paperback / softback, 184 pages, kõrgus x laius: 254x178 mm, kaal: 520 g, 39 Tables, black and white; 13 Line drawings, black and white; 28 Halftones, black and white; 41 Illustrations, black and white
  • Sari: New Directions in Computer Assisted Language Learning
  • Ilmumisaeg: 12-Aug-2022
  • Kirjastus: Routledge
  • ISBN-10: 1032145978
  • ISBN-13: 9781032145976
Teised raamatud teemal:
  • Formaat: Paperback / softback, 184 pages, kõrgus x laius: 254x178 mm, kaal: 520 g, 39 Tables, black and white; 13 Line drawings, black and white; 28 Halftones, black and white; 41 Illustrations, black and white
  • Sari: New Directions in Computer Assisted Language Learning
  • Ilmumisaeg: 12-Aug-2022
  • Kirjastus: Routledge
  • ISBN-10: 1032145978
  • ISBN-13: 9781032145976
Teised raamatud teemal:
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.

Arvustused

"This book provides a timely review of current developments in the field of digital game-based language learning and addresses limitations of existing research. It highlights the importance of incorporating theoretical approaches and longitudinal studies. This publication also sets out an agenda for future research."

Professor Michael Thomas, Liverpool John Moores University, UK.

List of figures
vii
List of tables
ix
List of contributors
xi
Preface xv
Foreword xvi
Acknowledgements xvii
1 Digital games and foreign language learning: Context and future development
1(13)
Mark Peterson
Nasser Jabbari
2 A systematic review of theory-informed design and implementation of digital game-based language learning
14(21)
Rui Huang
Matthew Schmidt
3 Use of digital game creation tools in computer assisted language learning: A systematic literature review
35(17)
Anke Bcms
Ivan Ruiz-Rube
4 A methodological framework for analyzing the language in digital games
52(22)
Daniel H. Dixon
5 Direct qualitative assessment of language learning outcomes in digital game-based interaction: An exploratory case study
74(19)
Michael Hofmeyr
6 Let's play videos and L2 academic vocabulary
93(16)
Lass Kerstin Sylven
John Lowenadler
7 Exploring ESL students' perceived engagement in and experience of content vocabulary learning through virtual reality games
109(27)
Muleyke Sahinler Albayrak
Julian Chen
P. John Williams
8 Becoming a resourceful language learner in a narrative-driven participatory game
136(22)
Zeyu Cui
Jin Dong
Yang Liu
Michaela Nuesser
Kevin Rickman
Huaiqing Zhang
Dongping Zheng
Yuanqing Zuo
9 Interaction games to boost intercultural communication in virtual worlds and video-communication: A case study
158(25)
Kristi Jauregi-Ondarra
Silvia Canto
Index 183
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.