Digital games in language learning : case studies and applications

著者

書誌事項

Digital games in language learning : case studies and applications

edited by Mark Peterson and Nasser Jabbari

(New directions in computer assisted language learning)

Routledge, 2023 [i.e. 2022]

  • : pbk

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注記

Includes bibliographical references and index

Summary: "This edited volume provides a comprehensive overview of contemporary research into the developments and applications of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in the field and will have wide appeal to students, language educators, game and instructional designers"-- Provided by publisher

内容説明・目次

内容説明

WHY PUBLISH: - Leading edge research in the rapidly expanding field of CALL. This book also includes broad coverage of theory and practical applications. - International range of case studies. - The authors have a strong publication record in this field of study.

目次

1. Digital games and foreign language learning: context and future development 2. A systematic review of theory-informed design and Implementation of digital game-based language learning 3. Use of digital game creation tools in computer assisted language learning: a systematic literature review 4. A Methodological framework for analysing the language in digital games 5. Direct qualitative assessment of language learning outcomes in digital game-based interaction: an exploratory case study 6. Let's Play videos and L2 academic vocabulary 7. Exploring ESL students' perceived engagement in and experience of content vocabulary learning through virtual reality games 8. Becoming a resourceful language learner in a narrative-driven participatory game 9. Interaction games to boost intercultural communication in virtual worlds and video-communication

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