Computer Games in the EFL Classroom

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Publisher : Anchor Academic Publishing (aap_verlag)
ISBN 13 : 3954895684
Total Pages : 122 pages
Book Rating : 4.9/5 (548 download)

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Book Synopsis Computer Games in the EFL Classroom by : Marie Schneider

Download or read book Computer Games in the EFL Classroom written by Marie Schneider and published by Anchor Academic Publishing (aap_verlag). This book was released on 2014-02-01 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

Exploring the Potential of Digital Game Based Learning in the Efl Classroom

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Publisher :
ISBN 13 : 9783656322733
Total Pages : 124 pages
Book Rating : 4.3/5 (227 download)

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Book Synopsis Exploring the Potential of Digital Game Based Learning in the Efl Classroom by : Marie Schneider

Download or read book Exploring the Potential of Digital Game Based Learning in the Efl Classroom written by Marie Schneider and published by . This book was released on 2013-09 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examination Thesis from the year 2011 in the subject English - Pedagogy, Didactics, Literature Studies, grade: 1,0, http: //www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit tragt den Titel "Exploring the Potential of Digital Game Based Learning in the EFL Classroom" und lotet das Potenzial kommerzieller Computerspiele fur die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und tragt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem - vor allem in Deutschland - nur wenige Publikationen erschienen sind und welches somit nur in Ansatzen untersucht worden ist.

Digital Game-Based Learning

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Author :
Publisher : Paragon House
ISBN 13 : 9781557788634
Total Pages : 464 pages
Book Rating : 4.7/5 (886 download)

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Book Synopsis Digital Game-Based Learning by : Marc Prensky

Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Game-Based Learning and the Power of Play

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Author :
Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443898414
Total Pages : 275 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Game-Based Learning and the Power of Play by : Pauline Rooney

Download or read book Game-Based Learning and the Power of Play written by Pauline Rooney and published by Cambridge Scholars Publishing. This book was released on 2016-08-17 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Digital Games in Language Learning and Teaching

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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.

Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom

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Author :
Publisher : Cambridge Scholars Publishing
ISBN 13 : 1527594246
Total Pages : 212 pages
Book Rating : 4.5/5 (275 download)

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Book Synopsis Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom by : Annalisa Raffone

Download or read book Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom written by Annalisa Raffone and published by Cambridge Scholars Publishing. This book was released on 2023-03-28 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.

Augmented Learning

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Publisher : MIT Press
ISBN 13 : 0262113155
Total Pages : 273 pages
Book Rating : 4.2/5 (621 download)

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Book Synopsis Augmented Learning by : Eric Klopfer

Download or read book Augmented Learning written by Eric Klopfer and published by MIT Press. This book was released on 2008 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.

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.

Games: Purpose and Potential in Education

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 0387097759
Total Pages : 270 pages
Book Rating : 4.3/5 (87 download)

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Book Synopsis Games: Purpose and Potential in Education by : Christopher Thomas Miller

Download or read book Games: Purpose and Potential in Education written by Christopher Thomas Miller and published by Springer Science & Business Media. This book was released on 2008-10-22 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Teaching and Learning in Digital World

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Publisher : PUBLICACIONS UNIVERSITAT ROVIRA I VIRGILI
ISBN 13 : 8484243761
Total Pages : 212 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Teaching and Learning in Digital World by : Mercè Gisbert

Download or read book Teaching and Learning in Digital World written by Mercè Gisbert and published by PUBLICACIONS UNIVERSITAT ROVIRA I VIRGILI. This book was released on 2015-06-11 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many reports over the last few years have analysed the potential use of games, videogames, 3D environments and virtual reality for educational purposes. Numerous emerging technological devices have also appeared that will play important roles in the development of teaching and learning processes. In the context of these developments, learning rather than teaching becomes the main axis in the organisation of the educational process. This process has now gone beyond the analogue world and face-toface education to enter the digital world, where new learning environments are being produced with ever greater doses of realism. Teaching and Learning in Digital Worlds examines the teaching and learning process in 3D virtual environments from both the theoretical and practical points of view.

Learning to Play

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Publisher : Peter Lang
ISBN 13 : 9781433112355
Total Pages : 234 pages
Book Rating : 4.1/5 (123 download)

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Book Synopsis Learning to Play by : Myint Swe Khine

Download or read book Learning to Play written by Myint Swe Khine and published by Peter Lang. This book was released on 2011 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.

Serious Games for Global Education

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Publisher : Fremdsprachendidaktik inhalts- und lernerorientiert / Foreign Language Pedagogy - content- and learner-oriented
ISBN 13 : 9783631734704
Total Pages : 0 pages
Book Rating : 4.7/5 (347 download)

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Book Synopsis Serious Games for Global Education by : Claudia Müller

Download or read book Serious Games for Global Education written by Claudia Müller and published by Fremdsprachendidaktik inhalts- und lernerorientiert / Foreign Language Pedagogy - content- and learner-oriented. This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author of this book conducted different studies to investigate the potential of serious games for global education when used in EFL classrooms. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.

Digital Games and Language Learning

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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.

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

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Author :
Publisher : IGI Global
ISBN 13 : 1466628499
Total Pages : 626 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Cases on Digital Game-Based Learning: Methods, Models, and Strategies by : Baek, Youngkyun

Download or read book Cases on Digital Game-Based Learning: Methods, Models, and Strategies written by Baek, Youngkyun and published by IGI Global. This book was released on 2013-01-31 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Language at Play

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Publisher : Prentice Hall
ISBN 13 : 9780205000852
Total Pages : 157 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Language at Play by : Julie M. Sykes

Download or read book Language at Play written by Julie M. Sykes and published by Prentice Hall. This book was released on 2012 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Perspectives on Enhancing Learning Experience Through Digital Strategy in Higher Education

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Author :
Publisher : IGI Global
ISBN 13 : 1668482835
Total Pages : 341 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Perspectives on Enhancing Learning Experience Through Digital Strategy in Higher Education by : Munna, Afzal Sayed

Download or read book Perspectives on Enhancing Learning Experience Through Digital Strategy in Higher Education written by Munna, Afzal Sayed and published by IGI Global. This book was released on 2023-07-24 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital technology is changing the way we think, operate, communicate, and avail services including education. In recent years, there has been an increasing demand in the higher education sector to implement digital transformation, especially in the way we deliver education. Perspectives on Enhancing Learning Experience Through Digital Strategy in Higher Education explores various factors enhancing the learning experience, considers the impact of digital strategy to enhance the learning experience, and analyzes learning challenges and opportunities for students in the higher education environment. The book also helps improve students' perceptions, communication, quality of education, critical thinking, self-learning, and satisfaction in higher education. Covering key topics such as digital technology, critical thinking, and digital innovation, this premier reference source is ideal for industry professionals, administrators, policymakers, higher education faculty, researchers, academicians, scholars, practitioners, instructors, and students.

Electronic Collaborators

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Publisher : Routledge
ISBN 13 : 113649863X
Total Pages : 466 pages
Book Rating : 4.1/5 (364 download)

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Book Synopsis Electronic Collaborators by : Curtis Jay Bonk

Download or read book Electronic Collaborators written by Curtis Jay Bonk and published by Routledge. This book was released on 2012-12-06 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: Two developments in recent years have converged to dramatically alter most conceptions of the teaching and learning process. First, technology has become increasingly interactive and distributed, such that individual learners have available the means to participate in incredibly complex networks of information, resources, and instruction. As these technological advancements facilitate interaction across classroom, university, and worldwide learning communities in both real-time and delayed formats, various instructional design and implementation problems spring forth. Second, the conventional teacher-centered model wherein knowledge is transmitted from the teacher to the learner is being replaced by social constructivist and learner-centered models of instruction. These new learner-centered models place emphasis on guiding and supporting students as they meaningfully construct their understanding of various cultures and communities. As a consequence of these developments, teachers need guidelines from educational researchers about integrating collaboration and communication tools into their classrooms. This volume presents research on such collaborative technology as it facilitates, augments, and redefines academic learning environments. The studies illustrate how schools, teachers, and students are discovering, employing, and modifying the numerous new computer conferencing and collaborating writing tasks and tools, and their effects on social interaction and resulting student learning. Documentation is given that will help teachers to make decisions that productively transform learning environments. Three key objectives underlie this volume: *to discover some of the electronic collaboration tools and formats currently employed by teachers in schools and universities and to situate these within a five-level taxonomy of computer conferencing and collaborative writing tools and approaches; *to examine some of the sociocultural learning variables embedded in the use of electronic collaborative tools and approaches; and *to participate in a dialogue about the importance of student electronic social interaction and dialogue from a sociocultural perspective. This is a must-read volume for all researchers, scholars, graduate students, and practitioners interested in such fields as sociocultural theory, process writing, cooperative learning, learner-centeredness, distance education, peer conferencing and tutoring, mentoring, electronic collaboration, problem- and project-based learning, collaborative writing, and educational reform.