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Digital Games and Language Learning: Theory, Development and Implementation [Kõva köide]

Edited by (Kyoto University, Japan), Edited by (University of Toledo, USA), Edited by (Liverpool John Moores University, UK)
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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"--

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.

Arvustused

This edited book is an ideal choice for readers willing to learn about the status quo of digital games in language education. It is particularly informative and valuable for language teachers who attempt to use digital games in their instructional practices ... this book makes a timely contribution to this research area as it demonstrates the breadth of topics for investigation and the pedagogical potential of digital games for language education. * Language Learning & Technology * A timely and comprehensive book, it encompasses important aspects of theory, research, design and application of digital games as an extension of CALL [ Digital Games and Language Learning] can be an ideal choice for researchers, practitioners and game developers alike, who want to have a more profound understanding of current state in theory, research and practice of language learning in the context of digital games. * The Reading Matrix * Provid[ es] a timely boost to several areas of CALL This book would make a good starting point for those wishing to become involved in the field, as well as scholars and practitioners wanting to consider the theory and future direction of digital games and language learning. * CALL-EJ * This collection of work by both recognized and emerging scholars is a significant contribution towards the wider understanding of the important role that digital games play in CALL. The combination of theoretical background and practical examples of development and application will be invaluable for researchers and instructors in foreign language teaching and learning. * Nina Langton, Associate Professor, University of British Columbia Okanagan, Canada *

Muu info

Provides a comprehensive overview of the use of digital games in foreign and second language learning.
List of Figures
ix
List of Tables
xi
List of Contributors
xiii
Preface xvii
Foreword xviii
Jozef Colpert
Acknowledgements xx
1 Digital games and language learning: The state of play
1(6)
Mark Peterson
Michael Thomas
Kasumi Yamazaki
PART 1 Theory and research
7(104)
2 A critical review of research on gamification and second language acquisition
9(38)
Silvia Benini
Michael Thomas
3 Second language development in the context of massively multiplayer online games: Theoretical perspectives
47(22)
Nasser Jabbari
4 Not all MMOGs are created equal: A design-informed approach to the study of L2 learning in multiplayer online games
69(20)
Jonathon Reinhardt
5 Human linguistics as a framework for analysing simulation-gaming
89(22)
Douglas W. Coleman
PART 2 Development and implementation of digital games in computer-assisted language learning
111(126)
6 Playing with digital game pedagogies
113(24)
Alex Bacalja
Kate Euphemia Clark
7 The use of avatars in digital role-playing games (RPGs) in computer-assisted language learning (CALL)
137(26)
Charly Harbord
Euan Dempster
Darshana Jayemanne
8 Reinforcing international students' language skills for disaster preparedness: A case study of gamification that utilizes augmented reality technology
163(30)
Kazuhiro Yonemoto
9 The relationship between extramural digital gameplay and twenty-first-century skills in the language classroom
193(20)
Daniel J. Mills
Benjamin Thanyawatpokin
10 Gaming as a gateway to L2 English learning: A case study of a young L1 Swedish boy
213(24)
Liss Kerstin Sylven
PART 3 Towards the future of game-based language learning
237(40)
11 Issues in the current state of teaching languages with games
239(18)
Benjamin Thanyawatpokin
James York
12 Is game-based language teaching `vaporware'?
257(20)
Jonathan deHaan
Index 277
Mark Peterson is Associate Professor of Linguistics at Kyoto University, Japan.

Kasumi Yamazaki is Associate Professor of Japanese at the University of Toledo, USA.

Michael Thomas is Professor of Education at Liverpool John Moores University, UK.