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      Digital Games and Language Learning: Theory, Development and Implementation

      4 in stock

      Firm sale: non returnable item
      SKU 9781350233171 Categories ,
      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 comprehensiv...

      £29.99

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      Description

      Product ID:9781350233171
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Series:Advances in Digital Language Learning and Teaching
      Title:Digital Games and Language Learning
      Subtitle:Theory, Development and Implementation
      Authors:Author: Dr Kasumi Yamazaki, Professor Michael Thomas, Dr Mark Peterson
      Page Count:300
      Subjects:Language acquisition, Language acquisition, Language teaching and learning material and coursework, Educational equipment and technology, computer-aided learning (CAL), Language teaching & learning material & coursework, Educational equipment & technology, computer-aided learning (CAL)
      Description: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.
      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.
      Imprint Name:Bloomsbury Academic
      Publisher Name:Bloomsbury Publishing PLC
      Country of Publication:GB
      Publishing Date:2022-10-20

      Additional information

      Weight466 g
      Dimensions154 × 233 × 24 mm