Games for Language LearningGames for Language Learning



A fully updated and revised edition of this classic book which contains enjoyable games to practise language at any stage of the learning process.

Author: Andrew Wright

Publisher: Cambridge University Press

ISBN: 0521618223

Category:

Page: 193

View: 612

A fully updated and revised edition of this classic book which contains enjoyable games to practise language at any stage of the learning process.

Digital Games in Language Learning and TeachingDigital Games in Language Learning and Teaching



This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language.

Author: Hayo Reinders

Publisher: Springer

ISBN: 9781137005267

Category:

Page: 232

View: 213

This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.

Computer Games and Language LearningComputer Games and Language Learning



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 ...

Author: M. Peterson

Publisher: Springer

ISBN: 9781137005175

Category:

Page: 167

View: 517

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.

Digital Games and Language LearningDigital Games and Language Learning



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 ...

Author: Mark Peterson

Publisher: Bloomsbury Academic

ISBN: 9781350133006

Category:

Page: 300

View: 365

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). 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.

101 Language Games for Children101 Language Games for Children



An ideal resource for teachers, therapists, and social workers, this collection of language games helps children of suggested age ranges to effectively express themselves and enhance vocabulary, conversation, and storytelling skills.

Author: Paul Rooyackers

Publisher: Hunter House

ISBN: 0897933699

Category:

Page: 130

View: 162

An ideal resource for teachers, therapists, and social workers, this collection of language games helps children of suggested age ranges to effectively express themselves and enhance vocabulary, conversation, and storytelling skills. Illustrations.

Digital Games and Language LearningDigital Games and Language Learning



Cornillie, F., S. L. Thorne and P. Desmet (2012), 'Digital Games for Language Learning: From Hype to Insight?', ReCALL 24 (3): 243–56.

Author: Mark Peterson

Publisher: Bloomsbury Publishing

ISBN: 9781350133013

Category:

Page: 288

View: 675

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). 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.

Computer Games and Language LearningComputer Games and Language Learning



“Worldof VocCraft: Computer Games andSwedish Learners' L2 English Vocabulary.”In DigitalGamesin Language Learning andTeaching, editedbyHayo Reinders,189–208 ...

Author: M. Peterson

Publisher: Springer

ISBN: 9781137005175

Category:

Page: 167

View: 306

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.

Digital Games in Language Learning and TeachingDigital Games in Language Learning and Teaching



In considering theroleof digitalgames in language learning, however, language educators have a wider responsibility to avoid boththis 'false optimism' ...

Author: Hayo Reinders

Publisher: Springer

ISBN: 9781137005267

Category:

Page: 232

View: 178

This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.

Digital Games and Language LearningDigital Games and Language Learning



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 ...

Author: Mark Peterson

Publisher: Bloomsbury Publishing

ISBN: 9781350133020

Category:

Page: 288

View: 190

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). 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.

Evaluating Mobile Based Educational Adventure Games for Language LearningEvaluating Mobile Based Educational Adventure Games for Language Learning



Despite there being many gamified apps, such as vocabulary trainers, on the market for language learning, there are not many that use communicative and task-based methods for instruction (e.g. adventure games).

Author:

Publisher:

ISBN: OCLC:1091903043

Category:

Page: 57

View: 672

Despite there being many gamified apps, such as vocabulary trainers, on the market for language learning, there are not many that use communicative and task-based methods for instruction (e.g. adventure games). Well-designed games are intrinsically motivating to play even if they are long and challenging, and as Gee (2007) pointed out, facilitate learning. The Goethe Institute, a German language and culture institute, has tapped into the allure of adventure gaming and combined it with the benefits of communicative language learning. This study examines the strategies of these mobile-based adventure games for learning German and evaluates the principles of game design, language learning and technical criteria they implement to provide a model for the future development of mobile-based adventure games for language learning, particularly learning English. Unlike German, English is a global language so there are several other considerations that need to be made for developing such a game for English.

Language Games and EvolutionLanguage Games and Evolution



This volume is rounded off by additional invited papers and now contains eight articles of leading researchers in the field which together provide a state-of-the-art survey of current research on language evolution and game theoretic ...

Author: Anton Benz

Publisher: Springer Science & Business Media

ISBN: 9783642180057

Category:

Page: 189

View: 537

Recent years witnessed an increased interest in formal pragmatics and especially the establishment of game theory as a new research methodology for the study of language use. Game and Decision Theory (GDT) are natural candidates if we look for a theoretical foundation of linguistic pragmatics. Over the last decade, a firm research community has emerged with a strong interdisciplinary character, where economists, philosophers, and social scientists meet with linguists. Within this field of research, three major currents can be distinguished: one is closely related to the Gricean paradigm and aims at a precise foundation of pragmatic reasoning, the second originates in the economic literature and is concerned with the role of game theory in the context of language use, and the third aims at language evolution seen either from a biological or from a cultural perspective. Edited in collaboration with FoLLI, the Association of Logic, Language and Information, this volume is based on a selection of papers of two international conferences, one organised at ESSLLI in 2007 on language, games, and evolution, and the other organised at the ZAS in Berlin on games and decisions in pragmatics in 2008. This volume is rounded off by additional invited papers and now contains eight articles of leading researchers in the field which together provide a state-of-the-art survey of current research on language evolution and game theoretic approaches to pragmatics.

Leading Issues in Games Based LearningLeading Issues in Games Based Learning



This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.

Author: Thomas Connolly

Publisher: Academic Conferences Limited

ISBN: 9781908272256

Category:

Page:

View: 539

It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.

Games For Language Learning South Asian Ed Games For Language Learning South Asian Ed



This is the third edition of the one of the founding titles of the CHLT series. The book features many of the original games but has also been fully revised to include new games for the ELT classroom.

Author:

Publisher: India Book Mart

ISBN: 0521152526

Category:

Page: 193

View: 782

This is the third edition of the one of the founding titles of the CHLT series. The book features many of the original games but has also been fully revised to include new games for the ELT classroom. The structure of the book has also been revised so that the games are now grouped in a more teacher-friendly format where teachers can search based on language and skill criteria rather than just game type.

The Routledge Handbook of Language Learning and TechnologyThe Routledge Handbook of Language Learning and Technology



A book looking at how gender intersects with the broad context of digital games. Reinders, H. (ed) (2012) Digital Games in Language Learning and Teaching, ...

Author: Fiona Farr

Publisher: Routledge

ISBN: 9781317329428

Category:

Page: 570

View: 957

The exponential growth and development of modern technologies in all sectors has made it increasingly difficult for students, teachers and teacher educators to know which technologies to employ and how best to take advantage of them. The Routledge Handbook of Language Learning and Technology brings together experts in a number of key areas of development and change, and opens the field of language learning by exploring the pedagogical importance of technological innovation. The handbook is structured around six themes: historical and conceptual contexts core issues interactive and collaborative technologies for language learning corpora and data driven learning gaming and language learning purpose designed language learning resources. Led by fundamental concepts, theories and frameworks from language learning and teaching research rather than by specific technologies, this handbook is the essential reference for all students, teachers and researchers of Language Learning and TESOL. Those working in the areas of Applied Linguistics, Education and Media Studies will also find this a valuable book.

LANGUAGE AT PLAYLANGUAGE AT PLAY



This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book.

Author: Julie E Sykes

Publisher: Pearson Higher Ed

ISBN: 9780205956319

Category:

Page: 256

View: 615

This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. How digital games can inform, enhance and transform L2 pedagogy The potential of digital games in the second and foreign (L2) classroom is enormous but harnessing their potential for application in the L2 classroom, however, presents complex challenges. In Language at Play: Digital Games in Second and Foreign Language Teaching and Learning , Sykes and Reinhart combine research from a variety of perspectives in applied linguistics, educational gaming, and games studies, and structure their discussion of five major concepts central to these areas: goal, interaction, feedback, motivation and context. While theoretically grounded, the volume's audience is primarily practicing L2 professionals with classroom experience. Intended for current and future foreign language teaching professionals, volumes in the Theory and Practice in Second Language Classroom Instruction series examine issues in teaching and learning in language classrooms. The topics selected and the discussions of them draw in principled ways on theory and practice in a range of fields, including second language acquisition, foreign language education, educational policy, language policy, linguistics, and other areas of applied linguistics.

100 Great EFL Games100 Great EFL Games



This collection of English language games will aid teachers in motivating young students of all ability levels in classes large and small, and provides invaluable chances to practise and consolidate learning in an enjoyable setting.

Author: Adrian Bozon

Publisher:

ISBN: 095679680X

Category:

Page: 172

View: 871

Students learn best when they are having fun and they rarely have more fun than when they are playing games. This collection of English language games will aid teachers in motivating young students of all ability levels in classes large and small, and provides invaluable chances to practise and consolidate learning in an enjoyable setting. Variations are added for every game, giving a wealth of options for teachers old and new.