
Digital Games in Language Learning
Case Studies and Applications
Routledge (Publisher)
1st Edition
Published on 12. August 2022
Book
Paperback/Softback
184 pages
978-1-032-14597-6 (ISBN)
Description
This edited volume provides a comprehensive overview of contemporary research into the application 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 this field and will have wide appeal to students, language educators, game and instructional designers.
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 this field and will have wide appeal to students, language educators, game and instructional designers.
Reviews / Votes
"This book provides a timely review of current developments in the field of digital game-based language learning and addresses limitations of existing research. It highlights the importance of incorporating theoretical approaches and longitudinal studies. This publication also sets out an agenda for future research."Professor Michael Thomas, Liverpool John Moores University, UK.
More details
Series
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
Professional and scholarly
College/higher education
Postgraduate, Professional, and Undergraduate Advanced
Illustrations
41 s/w Abbildungen, 28 s/w Photographien bzw. Rasterbilder, 13 s/w Zeichnungen, 39 s/w Tabellen
39 Tables, black and white; 13 Line drawings, black and white; 28 Halftones, black and white; 41 Illustrations, black and white
Dimensions
Height: 254 mm
Width: 178 mm
Thickness: 11 mm
Weight
395 gr
ISBN-13
978-1-032-14597-6 (9781032145976)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
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08/2022
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08/2022
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E-Book
08/2022
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Persons
Mark Peterson is an Associate Professor at Kyoto University, where he established and now directs a research lab focusing on computer assisted language learning.
Nasser Jabbari is an Assistant Professor of TESOL and Applied Linguistics at the University of Essex. His research interest lies at the interface between L2 learning and digital technologies.
Nasser Jabbari is an Assistant Professor of TESOL and Applied Linguistics at the University of Essex. His research interest lies at the interface between L2 learning and digital technologies.
Content
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