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Digital Games and Language Learning: Theory, Development and Implementation by D

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ISBN-13
9781350133006
Book Title
Digital Games and Language Learning
ISBN
9781350133006
Subject Area
Foreign Language Study, Education, Language Arts & Disciplines
Publication Name
Digital Games and Language Learning : Theory, Development and Implementation
Item Length
9.2 in
Publisher
Bloomsbury Publishing
Subject
Computers & Technology, General, Linguistics / General
Publication Year
2021
Series
Advances in Digital Language Learning and Teaching Ser.
Type
Textbook
Format
Hardcover
Language
English
Item Height
0.7 in
Author
Kasumi Yamazaki
Item Width
6.1 in
Item Weight
21.2 Oz
Number of Pages
300 Pages

關於產品

Product Information

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 recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Product Identifiers

Publisher
Bloomsbury Publishing
ISBN-10
1350133000
ISBN-13
9781350133006
eBay Product ID (ePID)
13050391733

Product Key Features

Author
Kasumi Yamazaki
Publication Name
Digital Games and Language Learning : Theory, Development and Implementation
Format
Hardcover
Language
English
Subject
Computers & Technology, General, Linguistics / General
Publication Year
2021
Series
Advances in Digital Language Learning and Teaching Ser.
Type
Textbook
Subject Area
Foreign Language Study, Education, Language Arts & Disciplines
Number of Pages
300 Pages

Dimensions

Item Length
9.2 in
Item Height
0.7 in
Item Width
6.1 in
Item Weight
21.2 Oz

Additional Product Features

LCCN
2020-050407
Lc Classification Number
P53.299.D54 2021
Reviews
This collection of work by both recognized and emerging scholars is a significant contribution towards the wider understanding of the important role that digital games play in CALL. The combination of theoretical background and practical examples of development and application will be invaluable for researchers and instructors in foreign language teaching and learning., "This collection of work by both recognized and emerging scholars is a significant contribution towards the wider understanding of the important role that digital games play in CALL. The combination of theoretical background and practical examples of development and application will be invaluable for researchers and instructors in foreign language teaching and learning." -- Nina Langton, Associate Professor, University of British Columbia Okanagan, Canada, "This edited book is an ideal choice for readers willing to learn about the status quo of digital games in language education. It is particularly informative and valuable for language teachers who attempt to use digital games in their instructional practices ... this book makes a timely contribution to this research area as it demonstrates the breadth of topics for investigation and the pedagogical potential of digital games for language education." -- Language Learning & Technology "This collection of work by both recognized and emerging scholars is a significant contribution towards the wider understanding of the important role that digital games play in CALL. The combination of theoretical background and practical examples of development and application will be invaluable for researchers and instructors in foreign language teaching and learning." -- Nina Langton, Associate Professor, University of British Columbia Okanagan, Canada, Provid[es] a timely boost to several areas of CALL ... This book would make a good starting point for those wishing to become involved in the field, as well as scholars and practitioners wanting to consider the theory and future direction of digital games and language learning.
Table of Content
PrefaceForeword, Jozef Colpert (The University of Antwerp, Belgium) Acknowledgements1. Digital Games and Language Learning: The State of Play, Mark Peterson (Kyoto University Japan), Kasumi Yamazaki (University of Toledo, USA) and Michael Thomas ( Liverpool John Moores University, UK) Part I: Theory and Research 2. A Critical Review of Game-Based Learning, Gamification and Second Language Acquisition, Silvia Benini (University of Limerick, Ireland) and Michael Thomas ( Liverpool John Moores University, UK) 3. Second Language Development in the Context of Massively Multiplayer Online Games: Theoretical Perspectives, Nasser Jabbari (University of Essex, UK) 4. Not All MMOGs are Created Equal: A Design-Informed Approach to the Study of L2 Learning in Multiplayer Online Games, Jonathon Reinhardt (University of Arizona, USA) 5. Human Linguistics as a Framework for Analyzing Simulation-Gaming, Douglas W. Coleman (University of Toledo, USA) Part II: Development and Implementation of Digital Games in CALL 6. Playing with Digital Game Pedagogies, Alex Bacalja and Kate Euphemia Clark (University of Melbourne, Australia) 7. The Use of Avatars in Digital Role-Playing Games (RPGS ) in Computer-Assisted Language Learning (CALL), Charly Harbord, Euan Dempster and Darshana Jayemanne (Abertay University, UK) 8. Reinforcing International Students' Language Skills for Disaster Preparedness, Kazuhiro Yonemoto (Tokyo Medical and Dental University, Japan) 9.The Relationship between Extramural Digital Gameplay and 21st Century Skills in the Language Classroom, Daniel J. Mills and Benjamin Thanyawatpokin (Ritsumeikan University, Japan) 10. Gaming as a Gateway to L2 English Learning, Liss Kerstin Sylven (University of Gothenburg, Sweden) Part III: Towards the Future of Game-Based Language Learning 11. Issues in the Current State of Teaching Languages with Games, Benjamin Thanyawatpokin (Ritsumeikan University, Japan) and James York (Tokyo Denki University, Japan) 12. Is Game-Based Language Teaching "Vaporware"?, Jonathan deHaan (University of Shizuoka, Japan) Index
Target Audience
College Audience
Dewey Decimal
418.0078
Dewey Edition
23
Illustrated
Yes

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