Language at play : digital games in second and foreign language teaching and learning

書誌事項

Language at play : digital games in second and foreign language teaching and learning

Julie M. Sykes, Jonathon Reinhardt

(Theory and practice in second language classroom instruction / Judith Liskin-Gasparro, Manel Lacorte, series editors)

Pearson, c2013

  • : pbk

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注記

Includes bibliographical references (p. 123-132) and index

内容説明・目次

内容説明

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.

目次

1. Introduction - Reflecting on purpose and topic 2. Goal - Understanding the importance of activity, task type, and quests 3. Interaction - Examining negotiation, competition, and cooperation 4. Feedback - Developing through fail states and assessment 5. Motivation - Analyzing the significance of engagement and affect 6. Context - Exploring stories, environments, and identities 7. Conclusion - Looking at the future of digital games in language learning Appendix I. Glossary Appendix II. Guide to Game Types Appendix III. Game Evaluation Guide References Subject Index

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