
Computer Games and Language Learning
M. Peterson(Autor*in)
Palgrave MacMillan (Verlag)
Erschienen am 21. August 2013
Buch
Hardcover
XVII, 167 Seiten
978-1-137-00516-8 (ISBN)
Beschreibung
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
Rezensionen / Stimmen
"The increasing use of computer games represents a highly significant development in computer-assisted language learning. Computer Games and Language Learning is an essential text for researchers, educators, students, and all those who are interested in understanding how technology can support language learning.' - Jozef Colpaert, Director, The Institute for Language and Culture, The University of Antwerp, Belgium
Weitere Details
Reihe
Auflage
2013 edition
Sprache
Englisch
Verlagsort
New York
USA
Zielgruppe
Für Beruf und Forschung
Produkt-Hinweis
Fadenheftung
Gewebe-Einband
mit Schutzumschlag
Illustrationen
XVII, 167 p.
Maße
Höhe: 218 mm
Breite: 145 mm
Dicke: 18 mm
Gewicht
363 gr
ISBN-13
978-1-137-00516-8 (9781137005168)
DOI
10.1057/9781137005175
Schweitzer Klassifikation
Weitere Ausgaben
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M. Peterson
Computer Games and Language Learning
E-Book
01/2016
1. Auflage
Palgrave MacMillan
53,49 €
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M. Peterson
Computer Games and Language Learning
Buch
08/2013
Palgrave MacMillan
53,49 €
Versand in 15-20 Tagen
Person
Mark Peterson is Associate Professor in the Graduate School of Human and Environmental Studies at Kyoto University, Japan.
Inhalt
Foreword: Language, Learning, and Games; James Paul Gee 1. CALL and New Digital Technologies 2. Computer Games: Definition, Theories, Elements, and Genres 3. Computer Games and Learning 4. Computer Games and Language Learning: Theoretical Rationales 5. Early Research on the Use of Computer Games in CALL: An Overview 6. Recent Studies on Computer Gaming in CALL: An Analysis of Findings 7. The Use of an MMORPG Game in CALL: A Case Study 8. Conclusions and Future Directions