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Digital games in language learning a...
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Digital games in language learning and teaching[electronic resource] /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
418.0078/5
書名/作者:
Digital games in language learning and teaching/ edited by Hayo Reinders, Head of Learner Development, Middlesex University, UK.
其他作者:
Reinders, Hayo.
出版者:
Houndmills, Basingstoke, Hampshire ; : Palgrave Macmillan,, 2012.
面頁冊數:
xix, 232 pages : : illustrations ;; 22 cm
標題:
Language and languages - Computer-assisted instruction.
標題:
Language and languages - Study and teaching
標題:
LANGUAGE ARTS & DISCIPLINES / Study & Teaching.
ISBN:
9781137005267 (electronic bk.)
ISBN:
1137005262 (electronic bk.)
書目註:
Includes bibliographical references and index.
內容註:
Foreword; J.P.Gee -- Introduction; H.Reinders -- PART I: FROM THEORY TO PRACTICE -- Contextualising Digital Game-based Language Learning: Transformational Paradigm Shift or Business as Usual?; M.Thomas -- Conceptualizing Digital game-mediated L2 Learning and Pedagogy: Game-enhanced and Game-based Research and Practice; J.Reinhardt & J.Sykes -- Behaviorism, Constructivism, and Communities of Practice: How Pedagogic Theories help us Understand Game-based Language Learning; M.Filsecker -- Language Learner Interaction in a Massively Multiplayer Online Role-playing Game (MMORPG); M.Peterson -- PART II: FROM PRACTICE TO THEORY -- Digital Gameplay for Autonomous Foreign Language Learning: Gamers and Language Teachers' Perspectives; A.Chik -- Game-based Practice in a Reading Strategy Tutoring System: Showdown in iSTART-ME; T.Jackson, K.Dempsey& D.McNamara -- Sprites and Rules: What ERPs and Procedural Memory can tell us about Video Games and Language Learning; R.Reichle -- Talk to me! Games and Students' Willingness to Communicate; H.Reinders& S.Wattana -- World of VocCraft: Computer Games and Swedish learners' L2 English Vocabulary; P.Sundqvist& K.Sylven -- Collocation Games from a Language Corpus; S.Wu, M.Franken& H.Witten -- --.
摘要、提要註:
Recent years have seen a growing interest in the pedagogical benefits of digital games, which have the potential to engage learners and to encourage interaction in the target language. The use of digital games in language education is based on the premise that successful learning is integrated into the sociocultural context of learners' lives and encourages collaboration and lifelong learning, bridging learning within and outside the language classroom. However, the potential of digital games has not been properly investigated from a second language learning and teaching perspective. This volume presents the first dedicated collection of papers to bring together the state-of-the-art in research into game-based learning. It includes theoretical, empirical, and practice-oriented contributions and as such will appeal to anyone with an interest in the most recent developments in language education.
電子資源:
An electronic book accessible through the World Wide Web; click for information
Digital games in language learning and teaching[electronic resource] /
Digital games in language learning and teaching
[electronic resource] /edited by Hayo Reinders, Head of Learner Development, Middlesex University, UK. - Houndmills, Basingstoke, Hampshire ;Palgrave Macmillan,2012. - xix, 232 pages :illustrations ;22 cm - New language learning and teaching environments.
Includes bibliographical references and index.
Foreword; J.P.Gee -- Introduction; H.Reinders -- PART I: FROM THEORY TO PRACTICE -- Contextualising Digital Game-based Language Learning: Transformational Paradigm Shift or Business as Usual?; M.Thomas -- Conceptualizing Digital game-mediated L2 Learning and Pedagogy: Game-enhanced and Game-based Research and Practice; J.Reinhardt & J.Sykes -- Behaviorism, Constructivism, and Communities of Practice: How Pedagogic Theories help us Understand Game-based Language Learning; M.Filsecker -- Language Learner Interaction in a Massively Multiplayer Online Role-playing Game (MMORPG); M.Peterson -- PART II: FROM PRACTICE TO THEORY -- Digital Gameplay for Autonomous Foreign Language Learning: Gamers and Language Teachers' Perspectives; A.Chik -- Game-based Practice in a Reading Strategy Tutoring System: Showdown in iSTART-ME; T.Jackson, K.Dempsey& D.McNamara -- Sprites and Rules: What ERPs and Procedural Memory can tell us about Video Games and Language Learning; R.Reichle -- Talk to me! Games and Students' Willingness to Communicate; H.Reinders& S.Wattana -- World of VocCraft: Computer Games and Swedish learners' L2 English Vocabulary; P.Sundqvist& K.Sylven -- Collocation Games from a Language Corpus; S.Wu, M.Franken& H.Witten -- --.
Recent years have seen a growing interest in the pedagogical benefits of digital games, which have the potential to engage learners and to encourage interaction in the target language. The use of digital games in language education is based on the premise that successful learning is integrated into the sociocultural context of learners' lives and encourages collaboration and lifelong learning, bridging learning within and outside the language classroom. However, the potential of digital games has not been properly investigated from a second language learning and teaching perspective. This volume presents the first dedicated collection of papers to bring together the state-of-the-art in research into game-based learning. It includes theoretical, empirical, and practice-oriented contributions and as such will appeal to anyone with an interest in the most recent developments in language education.
Electronic reproduction.
Basingstoke, England :
Palgrave Macmillan,
2012.
Mode of access: World Wide Web.
ISBN: 9781137005267 (electronic bk.)
Source: 569997Palgrave Macmillanhttp://www.palgraveconnect.comSubjects--Topical Terms:
342589
Language and languages
--Computer-assisted instruction.Index Terms--Genre/Form:
336502
Electronic books.
LC Class. No.: P53.28 / .D53 2012
Dewey Class. No.: 418.0078/5
Digital games in language learning and teaching[electronic resource] /
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