Computer Games and Language Learning

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Author :
Publisher : Springer
ISBN 13 : 1137005173
Total Pages : 256 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Computer Games and Language Learning by : M. Peterson

Download or read book Computer Games and Language Learning written by M. Peterson and published by Springer. This book was released on 2016-01-12 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 Teaching

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Author :
Publisher : Springer
ISBN 13 : 1137005262
Total Pages : 232 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Digital Games in Language Learning and Teaching by : Hayo Reinders

Download or read book Digital Games in Language Learning and Teaching written by Hayo Reinders and published by Springer. This book was released on 2012-06-12 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 for Learning

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Publisher : MIT Press
ISBN 13 : 0262027577
Total Pages : 303 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Digital Games and Language Learning

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350133019
Total Pages : 288 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Digital Games and Language Learning by : Mark Peterson

Download or read book Digital Games and Language Learning written by Mark Peterson and published by Bloomsbury Publishing. This book was released on 2021-03-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Digital Games in Language Learning

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000626717
Total Pages : 243 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Digital Games in Language Learning by : Mark Peterson

Download or read book Digital Games in Language Learning written by Mark Peterson and published by Taylor & Francis. This book was released on 2022-08-12 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Digital Games in Language Learning and Teaching

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Author :
Publisher : Springer
ISBN 13 : 1137005262
Total Pages : 318 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Digital Games in Language Learning and Teaching by : Hayo Reinders

Download or read book Digital Games in Language Learning and Teaching written by Hayo Reinders and published by Springer. This book was released on 2012-06-12 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 256 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Minds in Play

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Author :
Publisher : Routledge
ISBN 13 : 1136482466
Total Pages : 357 pages
Book Rating : 4.1/5 (364 download)

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Book Synopsis Minds in Play by : Yasmin B. Kafai

Download or read book Minds in Play written by Yasmin B. Kafai and published by Routledge. This book was released on 2012-12-06 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

Learning Science Through Computer Games and Simulations

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Publisher : National Academies Press
ISBN 13 : 0309212669
Total Pages : 174 pages
Book Rating : 4.3/5 (92 download)

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Book Synopsis Learning Science Through Computer Games and Simulations by : National Research Council

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Computer Games and Instruction

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Author :
Publisher : IAP
ISBN 13 : 1617354104
Total Pages : 565 pages
Book Rating : 4.6/5 (173 download)

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Book Synopsis Computer Games and Instruction by : J. D. Fletcher

Download or read book Computer Games and Instruction written by J. D. Fletcher and published by IAP. This book was released on 2011-05-01 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Computer Games and Team and Individual Learning

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Author :
Publisher : Elsevier Science Limited
ISBN 13 : 9780080453439
Total Pages : 338 pages
Book Rating : 4.4/5 (534 download)

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Book Synopsis Computer Games and Team and Individual Learning by : Harry O'Neil

Download or read book Computer Games and Team and Individual Learning written by Harry O'Neil and published by Elsevier Science Limited. This book was released on 2007-10-02 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Documents research on the impact of computer games on the learning of adults. Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the use of computer game technology for teaching and measurement of learning in adults.

Digital Play

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Author :
Publisher : Delta Publishing Company(IL)
ISBN 13 : 9781905085552
Total Pages : 0 pages
Book Rating : 4.0/5 (855 download)

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Book Synopsis Digital Play by : Kyle Mawer

Download or read book Digital Play written by Kyle Mawer and published by Delta Publishing Company(IL). This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focuses on the use of computer games in language teaching. This title offers: guidance on taking on the challenge of the digital revolution; insight into how learners engage with gaming outside the classroom; and advice and activities for effectively bringing the world of gaming inside the classroom.

Gameful Second and Foreign Language Teaching and Learning

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Author :
Publisher : Springer
ISBN 13 : 3030047296
Total Pages : 311 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Gameful Second and Foreign Language Teaching and Learning by : Jonathon Reinhardt

Download or read book Gameful Second and Foreign Language Teaching and Learning written by Jonathon Reinhardt and published by Springer. This book was released on 2018-12-30 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.

Computer-Assisted Language Learning

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Publisher : Cambridge University Press
ISBN 13 : 1107379210
Total Pages : pages
Book Rating : 4.1/5 (73 download)

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Book Synopsis Computer-Assisted Language Learning by : Glenn Stockwell

Download or read book Computer-Assisted Language Learning written by Glenn Stockwell and published by Cambridge University Press. This book was released on 2012-02-02 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer-assisted language learning (CALL) is an approach to teaching and learning languages that uses computers and other technologies to present, reinforce, and assess material to be learned, or to create environments where teachers and learners can interact with one another and the outside world. This book provides a much-needed overview of the diverse approaches to research and practice in CALL. It differs from previous works in that it not only surveys the field, but also makes connections to actual practice and demonstrates the potential advantages and limitations of the diverse options available. These options are based squarely on existing research in the field, enabling readers to make informed decisions regarding their own research in CALL. This essential text helps readers to understand and embrace the diversity in the field, and helps to guide them in both research and practice.

Video Games and Learning

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Author :
Publisher : Teachers College Press
ISBN 13 : 9780807751985
Total Pages : 0 pages
Book Rating : 4.7/5 (519 download)

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Book Synopsis Video Games and Learning by : Kurt Squire

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Language Learning Accelerator

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Author :
Publisher :
ISBN 13 : 9781521519912
Total Pages : 190 pages
Book Rating : 4.5/5 (199 download)

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Book Synopsis Language Learning Accelerator by : Shannon L. Kennedy

Download or read book Language Learning Accelerator written by Shannon L. Kennedy and published by . This book was released on 2017-06-16 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: You just don't have the time you'd like to learn a language.There's school or work, your family, and other various activities you need to juggle on a daily basis. And as much as you'd like to finally learn a language, you're just too tired or too busy.You feel like you'll never be able to fit language learning into your schedule.But here's the thing...You CAN find the time learn a new language.Not convinced?Well, it's true...And I know that for a fact because I myself have done it.Over the last few years, I learnt several languages while working a full time job, performing as a professional musician, running my blog, Eurolinguiste, and maintaining my social/family life.It took me some time to figure out how I'd fit learning into my schedule, but after some experimenting I found several strategies that worked for me.And now I'd like to share them with you to help you save timeI created Language Learning Accelerator to share the exact strategies and tools that I use to be a productive language learner. I haven't always effectively managed my time, but with the experience of learning and maintaining close to ten languages, I've picked up a lot of tactics to change that.A lot of the techniques out there didn't work for me, so I decided to try a few things on my own. And that's when everything changed.With a full-time job, a full-time career, and as a new parent, figuring out how and when to study languages is a challenge. I've made a lot of mistakes along the way, but I've finally found a system that works for me.But I don't want you to spend all that time going through the same long and frustrating process that I did, which is why I've worked hard to include all of the best practices to fit language learning in to your busy schedule.Language Learning Accelerator combines the most impactful productivity strategies with tons of language learning tips to provide you with a time management system that will help you become a more effective language learner.