Digital games and language learning : theory, development and implementation

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Digital games and language learning : theory, development and implementation

edited by Mark Peterson, Kasumi Yamazaki and Michael Thomas

(Advances in digital language learning and teaching)

Bloomsbury Academic, 2021

  • : hb

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Summary: "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 ..."

Includes bibliographical references and index

Contents of Works
  • Foreword / Jozef Colpert
  • Digital games and language learning : the state of play / Mark Peterson, Michael Thomas and Kasumi Yamazaki
  • A critical review of research on gamification and second language acquisition / Silvia Benini and Michael Thomas
  • Second language development in the context of massively multiplayer online games : theoretical perspectives / Nasser Jabbari
  • Not all MMOGs are created equal : a design-informed approach to the study of L2 learning in multiplayer online games / Jonathon Reinhardt
  • Human linguistics as a framework for analyzing simulation-gaming / Douglas W. Coleman
  • Playing with digital game pedagogies / Alex Bacalja and Kate Euphemia Clark
  • The use of avatars in digital role-playing games (RPGs) in computer-assisted language learning (CALL) / Charly Harbord, Euan Dempster and Darshana Jayemanne
  • Reinforcing international students' language skills for disaster preparedness : a case study of gamification that utilizes augmented reality technology / Kazuhiro Yonemoto
  • The relationship between extramural digital gameplay and 21st century skills in the language classroom / Daniel J. Mills and Benjamin Thanyawatpokin
  • Gaming as a gateway to L2 English learning : a case study of a young L1 Swedish boy / Liss Kerstin Sylven
  • Issues in the current state of teaching languages with games / Benjamin Thanyawatpokin and James York
  • Is game-based language teaching "vaporware"? / Jonathan deHaan
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