
Digital Games and Language Learning
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
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.
More details
Other editions
Additional editions


Persons
Kasumi Yamazaki is Associate Professor of Japanese at the University of Toledo, USA.
Michael Thomas is Professor of Education at Liverpool John Moores University, UK.
Content
Foreword, Jozef Colpert (The University of Antwerp, Belgium)
Acknowledgements
1. 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
System requirements
File format: ePUB
Copy protection: Adobe-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Install the free reader Adobe Digital Editions prior to download (see eBook Help).
- Tablet/smartphone (Android; iOS): Install the free app Adobe Digital Editions or the app PocketBook before downloading (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (not Kindle).
The file format ePub works well for novels and non-fiction books – i.e., „flowing” text without complex layout. On an e-reader or smartphone, line and page breaks automatically adjust to fit the small displays.
This eBook uses Adobe-DRM, a „hard” copy protection. If the necessary requirements are not met, unfortunately you will not be able to open the eBook. You will therefore need to prepare your reading hardware before downloading.
Please note: We strongly recommend that you authorise using your personal Adobe ID after installation of any reading software.
For more information, see our ebook Help page.