Digital games in language learning and teaching
Author(s)
Bibliographic Information
Digital games in language learning and teaching
(New language learning and teaching environments)
Palgrave Macmillan, 2012
- : hardback
- : pbk
Available at 19 libraries
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Note
Includes bibliographical references and index
Description and Table of Contents
Description
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.
Table of Contents
- Foreword
- J.P.Gee Introduction
- H.Reinders PART I: FROM THEORY TO PRACTICE Contextualising Digital Game-based Language Learning: Transformational Paradigm Shift or Business as Usual?
- M.Thomas Conceptualizing Digital game-mediated L2 Learning and Pedagogy: Game-enhanced and Game-based Research and Practice
- J.Reinhardt & J.Sykes Behaviorism, Constructivism, and Communities of Practice: How Pedagogic Theories help us Understand Game-based Language Learning
- M.Filsecker Language Learner Interaction in a Massively Multiplayer Online Role-playing Game (MMORPG)
- M.Peterson PART II: FROM PRACTICE TO THEORY Digital Gameplay for Autonomous Foreign Language Learning: Gamers and Language Teachers' Perspectives
- A.Chik Game-based Practice in a Reading Strategy Tutoring System: Showdown in iSTART-ME
- T.Jackson , K.Dempsey & D.McNamara Sprites and Rules: What ERPs and Procedural Memory can tell us about Video Games and Language Learning
- R.Reichle Talk to me! Games and Students' Willingness to Communicate
- H.Reinders & S.Wattana World of VocCraft: Computer Games and Swedish learners' L2 English Vocabulary
- P.Sundqvist & K.Sylven Collocation Games from a Language Corpus
- S.Wu , M.Franken & H.Witten
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