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Book Computer Games and Language Learning

Download or read book Computer Games and Language Learning written by M. Peterson and published by Springer. This book was released on 2016-01-12 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital Games in Language Learning and Teaching

Download or read book Digital Games in Language Learning and Teaching written by Hayo Reinders and published by Springer. This book was released on 2012-06-12 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital Games and Language Learning

Download or read book Digital Games and Language Learning written by Mark Peterson and published by Bloomsbury Publishing. This book was released on 2021-03-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Computer Games for Learning

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Book Digital Games in Language Learning

Download or read book Digital Games in Language Learning written by Mark Peterson and published by Taylor & Francis. This book was released on 2022-08-12 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume provides a comprehensive overview of contemporary research into the application 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 this field and will have wide appeal to students, language educators, game and instructional designers.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Book Digital Games in Language Learning and Teaching

Download or read book Digital Games in Language Learning and Teaching written by Hayo Reinders and published by Springer. This book was released on 2012-06-12 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Computer Games and Team and Individual Learning

Download or read book Computer Games and Team and Individual Learning written by Harry O'Neil and published by Elsevier Science Limited. This book was released on 2007-10-02 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Documents research on the impact of computer games on the learning of adults. Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the use of computer game technology for teaching and measurement of learning in adults.

Book Learning Science Through Computer Games and Simulations

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Book Minds in Play

    Book Details:
  • Author : Yasmin B. Kafai
  • Publisher : Routledge
  • Release : 2012-12-06
  • ISBN : 1136482466
  • Pages : 357 pages

Download or read book Minds in Play written by Yasmin B. Kafai and published by Routledge. This book was released on 2012-12-06 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

Book Computer Games and Instruction

Download or read book Computer Games and Instruction written by J. D. Fletcher and published by IAP. This book was released on 2011-05-01 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Book Computer Assisted Language Learning  Concepts  Methodologies  Tools  and Applications

Download or read book Computer Assisted Language Learning Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2019-01-04 with total page 2194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a diverse society, the ability to cross communication barriers is critical to the success of any individual personally, professionally, and academically. With the constant acceleration of course programs and technology, educators are continually being challenged to develop and implement creative methods for engaging English-speaking and non-English-speaking learners. Computer-Assisted Language Learning: Concepts, Methodologies, Tools, and Applications is a vital reference source that examines the relationship between language education and technology and the potential for curriculum enhancements through the use of mobile technologies, flipped instruction, and language-learning software. This multi-volume book is geared toward educators, researchers, academics, linguists, and upper-level students seeking relevant research on the improvement of language education through the use of technology.

Book Digital Play

    Book Details:
  • Author : Kyle Mawer
  • Publisher : Delta Publishing Company(IL)
  • Release : 2011
  • ISBN : 9781905085552
  • Pages : 0 pages

Download or read book Digital Play written by Kyle Mawer and published by Delta Publishing Company(IL). This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focuses on the use of computer games in language teaching. This title offers: guidance on taking on the challenge of the digital revolution; insight into how learners engage with gaming outside the classroom; and advice and activities for effectively bringing the world of gaming inside the classroom.

Book Computer Assisted Language Learning

Download or read book Computer Assisted Language Learning written by Glenn Stockwell and published by Cambridge University Press. This book was released on 2012-02-02 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer-assisted language learning (CALL) is an approach to teaching and learning languages that uses computers and other technologies to present, reinforce, and assess material to be learned, or to create environments where teachers and learners can interact with one another and the outside world. This book provides a much-needed overview of the diverse approaches to research and practice in CALL. It differs from previous works in that it not only surveys the field, but also makes connections to actual practice and demonstrates the potential advantages and limitations of the diverse options available. These options are based squarely on existing research in the field, enabling readers to make informed decisions regarding their own research in CALL. This essential text helps readers to understand and embrace the diversity in the field, and helps to guide them in both research and practice.

Book Gameful Second and Foreign Language Teaching and Learning

Download or read book Gameful Second and Foreign Language Teaching and Learning written by Jonathon Reinhardt and published by Springer. This book was released on 2018-12-30 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.

Book Video Games and Learning

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.