000 04731nam a22003497a 4500
003 phtghnu
005 20250317134312.0
007 ta
008 250317b2022 enk||||| |||| 00| 0 eng d
010 _a2020050407
020 _a 9781350233171
_qpaperback
040 _beng
_cHNU
_erda
082 _223
_3GC
_a418.0078 D56
_b2022
245 _a Digital games and language learning :
_btheory, development and implementation /
_cedited by Mark Peterson, Kasumi Yamazaki and Michael Thomas.
264 _aLondon, UK :
_bBloomsbury Academic,
_c2022
300 _axix, 279 pages :
_billustrations (black and white) ;
_c24 cm.
490 _a Advances in digital language learning and teaching.
504 _aIncludes bibliographical references and index.
505 _aPrefaceForeword, 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
520 _aDue 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 _aCAS
_bBachelor of Arts in Communication
521 _aCoED
_bBachelor of Secondary Education major in English
546 _aIn English
650 _aLanguage and languages
_xComputer-assisted instruction.
650 _aElectronic games in education
650 _aGamification.
700 _a Peterson, Mark,
_eeditor.
700 _aYamazaki, Kasumi,
_eeditor.
700 _aThomas, Michael,
_eeditor.
942 _2ddc
_cBK
_h400-499
999 _c137800
_d137800