
Computer Games and Language Learning
M. Peterson(Author)
Palgrave MacMillan (Publisher)
Published on 21. August 2013
Book
Hardback
XVII, 167 pages
978-1-137-00516-8 (ISBN)
Description
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.
Reviews / Votes
"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
More details
Series
Edition
2013 edition
Language
English
Place of publication
New York
United States
Target group
Professional and scholarly
Product notice
sewn/stitched
Cloth over boards
With dust jacket
Illustrations
XVII, 167 p.
Dimensions
Height: 218 mm
Width: 145 mm
Thickness: 18 mm
Weight
363 gr
ISBN-13
978-1-137-00516-8 (9781137005168)
DOI
10.1057/9781137005175
Schweitzer Classification
Other editions
Additional editions

M. Peterson
Computer Games and Language Learning
E-Book
01/2016
1st Edition
Palgrave MacMillan
€53.49
Available for download

M. Peterson
Computer Games and Language Learning
Book
08/2013
Palgrave MacMillan
€53.49
Shipment within 15-20 days
Person
Mark Peterson is Associate Professor in the Graduate School of Human and Environmental Studies at Kyoto University, Japan.
Content
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