Language at play : digital games in second and foreign language teaching and learning
Author(s)
Bibliographic Information
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
Available at 9 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
  Norway
  United States of America
Note
Includes bibliographical references (p. 123-132) and index
Description and Table of Contents
Description
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.
Table of Contents
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
by "Nielsen BookData"