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"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."--
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Edition | Availability |
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1
Digital Games and Language Learning: Theory, Development and Implementation
2022, Bloomsbury Academic & Professional
in English
135023317X 9781350233171
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2
Digital Games and Language Learning: Theory, Development and Implementation
2021, Bloomsbury Publishing Plc
in English
1350133000 9781350133006
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- Created December 28, 2021
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December 28, 2021 | Created by ImportBot | Imported from Better World Books record |