000 | 03995nam a22004577a 4500 | ||
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003 | phtghnu | ||
005 | 20250426101635.0 | ||
007 | ta | ||
008 | 220411s2023 enk b 001 0 eng | ||
010 | _a 2022005916 | ||
020 |
_a9781032145976 _q(paperback) |
||
040 |
_beng _erda _cHNU |
||
042 | _apcc | ||
050 | 0 | 0 |
_aP53.299 _b.D55 2023 |
082 | 0 | 0 |
_223 _3GC _a418.00785 D56 _b2023 |
245 | 0 | 0 |
_aDigital games in language learning : _bcase studies and applications / _cedited by Mark Peterson and Nasser Jabbari. |
263 | _a2208 | ||
264 | 1 |
_aAbingdon, Oxon ; _aNew York, NY : _bRoutledge, _c2023. |
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300 |
_axiv, 184 pages : _billustrations ; _c25 cm. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
||
338 |
_avolume _bnc _2rdacarrier |
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490 | 0 | _aNew directions in computer assisted language learning | |
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aDigital games and foreign language learning: context and future development / Mark Peterson and Nasser Jabbari -- A systematic review of theory-informed design and implementation of digital game-based language learning / Rui Huang and Matthew Schmidt -- Use of digital game creation tools in computer assisted language learning: a systematic literature review / Anke Berns and Iván Ruiz-Rube -- A methodological framework for analysing the language in digital games / Daniel Dixon -- Direct qualitative assessment of language learning outcomes in digital game-based interaction: an exploratory case study / Michael Hofmeyr -- Let's Play videos and L2 academic vocabulary / Liss Kerstin Sylvén and John Löwenadler -- Exploring ESL students' perceived engagement in and experience of content vocabulary learning through virtual reality games / Muleyke Sahinler Albayrak, Julian Chen and P. John Williams -- Becoming a resourceful language learner in a narrative-driven participatory game / Zeyu Cui, Jin Dong, Yang Liu, Michaela Nuesser, Huaiqing Zhang, Dongping Zheng and Yuanqing Zuo -- Interaction games to boost intercultural communication in virtual worlds and video-communication / Silvia Canto and Kristi Jauregi-Ondarra. | |
520 |
_a"This edited volume provides a comprehensive overview of contemporary research into the developments and applications of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in the field and will have wide appeal to students, language educators, game and instructional designers"-- _cProvided by publisher. |
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521 |
_aCOECS _bBachelor of Science in Information Technology |
||
521 |
_aCoED _bBachelor of Secondary Education major in English |
||
546 | _aIn English | ||
650 | 0 |
_aLanguage and languages _xComputer-assisted instruction. |
|
650 | 0 |
_aLanguage and languages _xStudy and teaching. |
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650 | 0 | _aVideo games in education. | |
650 | 0 | _aGamification. | |
700 | 1 |
_aPeterson, Mark, _d1965- _eeditor. |
|
700 | 1 |
_aJabbari, Nasser, _eeditor. |
|
776 | 0 | 8 |
_iOnline version: _tDigital games in language learning _dAbingdon, Oxon ; New York, NY : Routledge, 2023 _z9781003240075 _w(DLC) 2022005917 |
906 |
_a7 _brip _corignew _d1 _eecip _f20 _gy-gencatlg |
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942 |
_2ddc _cBK _h400-499 |
||
999 |
_c138694 _d138694 |