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Digitalisierung, Künstliche Intelligenz und Robotik
eine Einführung für Schule und Unterricht -
Introducing electronic text analysis
a practical guide for language and literary studies -
Digital games and language learning
theory, development and implementation -
Digitalisierung, Künstliche Intelligenz und Robotik
eine Einführung für Schule und Unterricht -
Using digital humanities in the classroom
a practical introduction for teachers, lecturers, and students -
Dimensionen digitaler Lehre in der universitären Fremdsprachenlehrkräftebildung
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Taking literature and language learning online
new perspectives on teaching, research and technology -
Serious games for global education
digital game-based learning in the English as a foreign language (EFL) classroom -
The digital humanities
a primer for students and scholars -
Teaching early modern English literature from the archives
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New media - new teaching options?!
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Dimensionen digitaler Lehre in der universitären Fremdsprachenlehrkräftebildung
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Using digital humanities in the classroom
a practical introduction for teachers, lecturers and students -
Using digital humanities in the classroom
a practical introduction for teachers, lecturers, and students -
The second self
computers and the human spirit -
Using digital humanities in the classroom
a practical introduction for teachers, lecturers, and students -
Dimensionen digitaler Lehre in der universitären Fremdsprachenlehrkräftebildung
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Schüleraustausch und interkulturelle Kompetenz
Modelle, Prinzipien und Aufgabenformate -
Serious games for global education
digital game-based learning in the English as a foreign language (EFL) classroom -
Using digital humanities in the classroom
a practical introduction for teachers, lecturers, and students -
Using digital humanities in the classroom
a practical introduction for teachers, lecturers, and students -
Serious games for global education
digital game-based learning in the English as a Foreign Language (EFL) classroom -
Game-based Learning in der Schule
Hamlet als Computerspiel – der Einsatz der computerbasierten Spielform des Adventures im literaturbezogenen Englischunterricht -
Teaching early modern English literature from the archives
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Using digital humanities in the classroom
a practical introduction for teachers, lecturers and students