computer games and language learning digital education and learning

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Computer Games And Language Learning

Author : M. Peterson
ISBN : 9781137005175
Genre : Language Arts & Disciplines
File Size : 85. 23 MB
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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

Author : Hayo Reinders
ISBN : 9781137005250
Genre : Education
File Size : 59. 91 MB
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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.

Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study

Author : Baek, Young Kyun
ISBN : 9781615207145
Genre : Computers
File Size : 64. 55 MB
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As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

The Routledge Handbook Of Language Learning And Technology

Author : Fiona Farr
ISBN : 9781317329428
Genre : Language Arts & Disciplines
File Size : 57. 36 MB
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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.

How Computer Games Help Children Learn

Author : D. Shaffer
ISBN : 9780230601994
Genre : Science
File Size : 64. 82 MB
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How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

Handbook Of Research On Effective Electronic Gaming In Education

Author : Ferdig, Richard E.
ISBN : 9781599048116
Genre : Technology & Engineering
File Size : 63. 50 MB
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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Digital Play

Author : Kyle Mawer
ISBN : 1905085559
Genre : Computer games
File Size : 47. 26 MB
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Digital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise in training teachers in innovative classroom practice with their excitement for teaching with technology. It offers:• guidance on taking on the challenge of the digital revolution• insight into how learners engage with gaming outside the classroom• advice and activities for effectively bringing the world of gaming inside the classroomDigital Play contains three distinctive parts which focus in turn on theory, practice and development:Part A examines the role of computer games in society, in education in general and in language teaching in particular, dismissing stereotypes and suggesting ways of implementing games with language learners.Part B consists of a bank of step-by-step activities showing how to use digital play in the classroom. Activities cover different possible classroom scenarios - from no available technology, through one computer and a projector to multiple computers – and they all have the common aim of helping learners improve their knowledge and use of the foreign language, covering all four language skills.Part C shows the teacher how to integrate digital play activities into the wider environment of the syllabus and the school, and suggests ways of developing personally and professionally as teachers of the 21st century.

Assessment In Game Based Learning

Author : Dirk Ifenthaler
ISBN : 9781461435464
Genre : Education
File Size : 33. 21 MB
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The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Learning By Doing

Author : Clark Aldrich
ISBN : 9780470464823
Genre : Business & Economics
File Size : 56. 28 MB
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Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”

Brave New Digital Classroom

Author : Robert J. Blake
ISBN : 9781589019775
Genre : Language Arts & Disciplines
File Size : 69. 39 MB
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Brave New Digital Classroom examines the most effective ways to utilize technology in language learning. The author deftly interweaves the latest results of pedagogical research with descriptions of the most successful computer-assisted language learning (CALL) projects to show how to implement technology in the foreign language curriculum to assist the second language acquisition process. This fully updated second edition includes new chapters on the latest electronic resources, including gaming and social media, and discusses the realities and potential of distance learning for second language acquisition. The author examines the web, CALL applications, and computer-mediated communication (CMC), and suggests how the new technologically assisted curriculum will work for the foreign-language curriculum. Rather than advocating new technologies as a replacement for activities that can be done equally well with traditional processes, the author envisions a radical change as teachers rethink their strategies and develop their competence in the effective use of technology in language teaching and learning. Directed at all language teachers, from the elementary school to postsecondary levels, the book is ideal for graduate-level courses on second language pedagogy. It also serves as an invaluable reference for experienced researchers, CALL developers, department chairs, and administrators.

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