Language at play : digital games in second and foreign language teaching and learning
著者
書誌事項
Language at play : digital games in second and foreign language teaching and learning
(Theory and practice in second language classroom instruction / Judith Liskin-Gasparro, Manel Lacorte, series editors)
Pearson, c2013
- : pbk
大学図書館所蔵 全9件
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  岩手
  宮城
  秋田
  山形
  福島
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  兵庫
  奈良
  和歌山
  鳥取
  島根
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  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
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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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