Digital Games in Language Learning

Digital Games in Language Learning
Author: Mark Peterson
Publisher: Taylor & Francis
Total Pages: 243
Release: 2022-08-12
Genre: Foreign Language Study
ISBN: 1000626717

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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.

Computer Games and Language Learning

Computer Games and Language Learning
Author: M. Peterson
Publisher: Springer
Total Pages: 256
Release: 2016-01-12
Genre: Language Arts & Disciplines
ISBN: 1137005173

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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.

Digital Games and Language Learning

Digital Games and Language Learning
Author: Mark Peterson
Publisher: Bloomsbury Publishing
Total Pages: 288
Release: 2021-03-25
Genre: Language Arts & Disciplines
ISBN: 1350133019

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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.

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching
Author: Hayo Reinders
Publisher: Springer
Total Pages: 250
Release: 2012-06-12
Genre: Language Arts & Disciplines
ISBN: 1137005262

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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.

Digital Games and Language Learning

Digital Games and Language Learning
Author: Mark Peterson
Publisher: Advances in Digital Language L
Total Pages: 0
Release: 2022-10-20
Genre: Education
ISBN: 135023317X

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Foreword / Jozef Colpert (The University of Antwerp, Belgium) Acknowledgements -- 1. Digital games and language learning: the state of play / Mark Peterson (Kyoto University Japan), Kasumi Yamazaki (University of Toledo, USA) and Michael Thomas ( Liverpool John Moores University, UK) -- Part I. Theory and research. 2. A critical review of game-based learning, gamification and second language acquisition / Silvia Benini and Michael Thomas (University of Central Lancashire, UK) ; 3. Second language development in the context of massively multiplayer online games: theoretical perspectives / Nasser Jabbari (University of Essex, UK) ; 4. Not all MMOGs are created equal: a design-informed approach to the study of L2 learning in multiplayer online games / Jonathon Reinhardt (University of Arizona, USA) ; 5. Human linguistics as a framework for analyzing simulation-gaming / Douglas W. Coleman (University of Toledo, USA) Part II: Development and Implementation of Digital Games in CALL ; 6. Playing with digital game pedagogies / Alex Bacalja and Kate Euphemia Clark (University of Melbourne, Australia) ; 7. The use of avatars in digital role-playing games (RPGS ) in computer-assisted language learning (CALL) / Charly Harbord, Euan Dempster and Darshana Jayemanne (Abertay University, UK) ; 8. Reinforcing international students' language skills for disaster preparedness / Kazuhiro Yonemoto (Tokyo Medical and Dental University, Japan) ; 9.The relationship between extramural digital gameplay and 21st century skills in the language classroom / Daniel J. Mills and Benjamin Thanyawatpokin (Ritsumeikan University, Japan) ; 10. Gaming as a gateway to L2 English learning / Liss Kerstin Sylven (University of Gothenburg, Sweden) -- Part III. Towards the future of game-based language learning. 11. Issues in the current state of teaching languages with games / Benjamin Thanyawatpokin (Ritsumeikan University, Japan) and James York (Tokyo Denki University, Japan) ; 12. Is game-based language teaching "Vaporware"? / Jonathan deHaan (University of Shizuoka, Japan).

Language at Play

Language at Play
Author: Julie M. Sykes
Publisher: Prentice Hall
Total Pages: 157
Release: 2012
Genre: Foreign Language Study
ISBN: 9780205000852

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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.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1971
Release: 2021-11-26
Genre: Education
ISBN: 1668437112

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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Gameful Second and Foreign Language Teaching and Learning

Gameful Second and Foreign Language Teaching and Learning
Author: Jonathon Reinhardt
Publisher: Springer
Total Pages: 311
Release: 2018-12-30
Genre: Language Arts & Disciplines
ISBN: 3030047296

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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.

Language and Learning in the Digital Age

Language and Learning in the Digital Age
Author: James Paul Gee
Publisher: Routledge
Total Pages: 168
Release: 2011-02-01
Genre: Education
ISBN: 1136825665

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In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today’s digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching
Author: Hayo Reinders
Publisher: Springer
Total Pages: 318
Release: 2012-06-12
Genre: Language Arts & Disciplines
ISBN: 1137005262

Download Digital Games in Language Learning and Teaching Book in PDF, Epub and Kindle

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.