Digital games and language learning : (Record no. 137800)

MARC details
000 -LEADER
fixed length control field 04731nam a22003497a 4500
003 - CONTROL NUMBER IDENTIFIER
control field phtghnu
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20250317134312.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field ta
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 250317b2022 enk||||| |||| 00| 0 eng d
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2020050407
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781350233171
Qualifying information paperback
040 ## - CATALOGING SOURCE
Language of cataloging eng
Transcribing agency HNU
Description conventions rda
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Edition number 23
Placement Code GC
Classification number 418.0078 D56
Item number 2022
245 ## - TITLE STATEMENT
Title Digital games and language learning :
Remainder of title theory, development and implementation /
Statement of responsibility, etc. edited by Mark Peterson, Kasumi Yamazaki and Michael Thomas.
264 ## - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture London, UK :
Name of producer, publisher, distributor, manufacturer Bloomsbury Academic,
Date of production, publication, distribution, manufacture, or copyright notice 2022
300 ## - PHYSICAL DESCRIPTION
Extent xix, 279 pages :
Other physical details illustrations (black and white) ;
Dimensions 24 cm.
490 ## - SERIES STATEMENT
Series statement Advances in digital language learning and teaching.
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references and index.
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note PrefaceForeword, Jozef Colpert (The University of Antwerp, Belgium)Acknowledgements1. Digital Games and Language Learning: The State of Play, Mark Peterson (Kyoto University Japan), Kasumi Yamazaki (University of Toledo, USA) and Michael Thomas (Liverpool John Moores University, UK) Part I: Theory and Research2. A Critical Review of Game-Based Learning, Gamification and Second Language Acquisition, Silvia Benini (University of Limerick, Ireland) and Michael Thomas (Liverpool John Moores University, UK)3. Second Language Development in the Context of Massively Multiplayer Online Games: Theoretical Perspectives, Nasser Jabbari (University of Essex, UK)4. Not All MMOGs are Created Equal: A Design-Informed Approach to the Study of L2 Learning in Multiplayer Online Games, Jonathon Reinhardt (University of Arizona, USA)5. Human Linguistics as a Framework for Analyzing Simulation-Gaming, Douglas W. Coleman (University of Toledo, USA)Part II: Development and Implementation of Digital Games in CALL6. Playing with Digital Game Pedagogies, Alex Bacalja and Kate Euphemia Clark (University of Melbourne, Australia) 7. The Use of Avatars in Digital Role-Playing Games (RPGS ) in Computer-Assisted Language Learning (CALL), Charly Harbord, Euan Dempster and Darshana Jayemanne (Abertay University, UK)8. Reinforcing International Students’ Language Skills for Disaster Preparedness, Kazuhiro Yonemoto (Tokyo Medical and Dental University, Japan)9.The Relationship between Extramural Digital Gameplay and 21st Century Skills in the Language Classroom, Daniel J. Mills and Benjamin Thanyawatpokin (Ritsumeikan University, Japan)10. Gaming as a Gateway to L2 English Learning, Liss Kerstin Sylven (University of Gothenburg, Sweden)Part III: Towards the Future of Game-Based Language Learning11. Issues in the Current State of Teaching Languages with Games, Benjamin Thanyawatpokin (Ritsumeikan University, Japan) and James York (Tokyo Denki University, Japan)12. Is Game-Based Language Teaching “Vaporware”?, Jonathan deHaan (University of Shizuoka, Japan)Index<br/>
520 ## - SUMMARY, ETC.
Summary, etc. 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
521 ## - TARGET AUDIENCE NOTE
Target audience note CAS
Source Bachelor of Arts in Communication
521 ## - TARGET AUDIENCE NOTE
Target audience note College of Education
Source Bachelor of Secondary Education major in English
546 ## - LANGUAGE NOTE
Language note In English
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Language and languages
General subdivision Computer-assisted instruction.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Electronic games in education
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Gamification.
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Peterson, Mark,
Relator term editor.
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Yamazaki, Kasumi,
Relator term editor.
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name Thomas, Michael,
Relator term editor.
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Books
Classification part 400-499
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Source of acquisition Total Checkouts Full call number Barcode Date last seen Price effective from Koha item type
    Dewey Decimal Classification     GC College Library College Library General Circulation Section 10/07/2024 Library Fund   GC 418.0078 D56 2022 HNU005459 03/20/2025 03/17/2025 Books