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  1. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, London

    Foreword / Jozef Colpert -- Digital games and language learning : the state of play / Mark Peterson, Michael Thomas and Kasumi Yamazaki -- A critical review of research on gamification and second language acquisition / Silvia Benini and Michael... mehr

     

    Foreword / Jozef Colpert -- Digital games and language learning : the state of play / Mark Peterson, Michael Thomas and Kasumi Yamazaki -- A critical review of research on gamification and second language acquisition / Silvia Benini and Michael Thomas -- Second language development in the context of massively multiplayer online games : theoretical perspectives / Nasser Jabbari -- Not all MMOGs are created equal : a design-informed approach to the study of L2 learning in multiplayer online games / Jonathon Reinhardt -- Human linguistics as a framework for analyzing simulation-gaming / Douglas W. Coleman -- Playing with digital game pedagogies / Alex Bacalja and Kate Euphemia Clark -- The use of avatars in digital role-playing games (RPGs) in computer-assisted language learning (CALL) / Charly Harbord, Euan Dempster and Darshana Jayemanne -- Reinforcing international students' language skills for disaster preparedness : a case study of gamification that utilizes augmented reality technology / Kazuhiro Yonemoto -- The relationship between extramural digital gameplay and 21st century skills in the language classroom / Daniel J. Mills and Benjamin Thanyawatpokin -- Gaming as a gateway to L2 English learning : a case study of a young L1 Swedish boy / Liss Kerstin Sylven -- Issues in the current state of teaching languages with games / Benjamin Thanyawatpokin and James York -- Is game-based language teaching "vaporware"? / Jonathan deHaan. "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"--

     

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    Quelle: Verbundkataloge
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781350133006
    Weitere Identifier:
    9781350133006
    RVK Klassifikation: DW 4402 ; ES 822 ; HD 183 ; HD 172
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Language and languages; Electronic games in education; Gamification
    Umfang: xix, 279 Seiten, Illustrationen, Diagramme
    Bemerkung(en):

    Literaturverzeichnis auf Seite 272-276

  2. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (HerausgeberIn); Yamazaki, Kasumi (HerausgeberIn); Thomas, Michael (HerausgeberIn)
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, London

    Foreword / Jozef Colpert (The University of Antwerp, Belgium) Acknowledgements -- 1. Digital games and language learning: the state of play / Mark Peterson (Kyoto University Japan), Kasumi Yamazaki (University of Toledo, USA) and Michael Thomas (... mehr

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    Foreword / Jozef Colpert (The University of Antwerp, Belgium) Acknowledgements -- 1. 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 research. 2. A critical review of game-based learning, gamification and second language acquisition / Silvia Benini and Michael Thomas (University of Central Lancashire, 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 CALL ; 6. 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 learning. 11. 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). "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."--

     

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    Quelle: Staatsbibliothek zu Berlin
    Beteiligt: Peterson, Mark (HerausgeberIn); Yamazaki, Kasumi (HerausgeberIn); Thomas, Michael (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781350133037; 9781350133020; 9781350233171; 9781350133013
    Weitere Identifier:
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Language and language; Gamification; Electronic books
    Umfang: 1 Online-Ressource (xix, 279 Seiten), Illustrationen, Diagramme
    Bemerkung(en):

    Includes index

  3. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (HerausgeberIn); Yamazaki, Kasumi (HerausgeberIn); Thomas, Michael (HerausgeberIn)
    Erschienen: 2022
    Verlag:  Bloomsbury Academic, London

    Foreword / Jozef Colpert (The University of Antwerp, Belgium) Acknowledgements -- 1. Digital games and language learning: the state of play / Mark Peterson (Kyoto University Japan), Kasumi Yamazaki (University of Toledo, USA) and Michael Thomas (... mehr

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    Foreword / Jozef Colpert (The University of Antwerp, Belgium) Acknowledgements -- 1. 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 research. 2. A critical review of game-based learning, gamification and second language acquisition / Silvia Benini and Michael Thomas (University of Central Lancashire, 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 CALL ; 6. 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 learning. 11. 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). "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."--

     

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    Quelle: Verbundkataloge
    Beteiligt: Peterson, Mark (HerausgeberIn); Yamazaki, Kasumi (HerausgeberIn); Thomas, Michael (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781350233171
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Language and language; Gamification; Electronic books
    Umfang: XIX, 279 Seiten
  4. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, London

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    Quelle: Verbundkataloge
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781350133037; 9781350133013
    Weitere Identifier:
    RVK Klassifikation: ES 822
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Computerspiel; Computerunterstützter Unterricht; Fremdsprachenunterricht
    Umfang: 1 Online-Ressource (xix, 279 Seiten)
  5. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Erschienen: 2022
    Verlag:  Bloomsbury Academic, London

    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... mehr

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    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

     

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    Quelle: Verbundkataloge
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781350233171
    RVK Klassifikation: ES 822
    Auflage/Ausgabe: Paperback edition
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Computerspiel; Fremdsprachenunterricht; Computerunterstützter Unterricht
    Umfang: xix, 279 Seiten, Illustrationen, Diagramme
  6. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (Herausgeber); Yamazaki, Kasumi (Herausgeber); Thomas, Michael (Herausgeber)
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, London ; New York ; Oxford ; New Delhi ; Sydney

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    Quelle: Verbundkataloge
    Beteiligt: Peterson, Mark (Herausgeber); Yamazaki, Kasumi (Herausgeber); Thomas, Michael (Herausgeber)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781350133006
    Weitere Identifier:
    (Uk)020107380
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Language and languages; Electronic games in education; Gamification; Computerspiel; Fremdsprachenlernen
    Umfang: xix, 279 Seiten, Illustrationen, 24 cm
  7. Digital games and language learning
    theory, development and implementation
    Beteiligt: Thomas, Michael (Hrsg.); Yamazaki, Kasumi (Hrsg.); Peterson, Mark (Hrsg.)
    Erschienen: [2021]
    Verlag:  Bloomsbury Academic, London ; ProQuest Ebook Central, [Ann Arbor]

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    Quelle: Verbundkataloge
    Beteiligt: Thomas, Michael (Hrsg.); Yamazaki, Kasumi (Hrsg.); Peterson, Mark (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781350133037; 9781350133020; 9781350133013
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Language and language; Gamification
    Umfang: 1 Online-Ressource (xix, 284 Seiten), Illustrationen, Diagramme
    Bemerkung(en):

    Enthält Literaturangaben

  8. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, London

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    Quelle: Staatsbibliothek zu Berlin
    Beteiligt: Peterson, Mark (Hrsg.); Yamazaki, Kasumi (Hrsg.); Thomas, Michael (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
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    ISBN: 9781350133037; 9781350133013
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    Schriftenreihe: Advances in digital language learning and teaching
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    Umfang: 1 Online-Ressource (xix, 279 Seiten)
  9. Digital games and language learning
    theory, development and implementation
    Beteiligt: Peterson, Mark (Herausgeber); Yamazaki, Kasumi (Herausgeber); Thomas, Michael (Herausgeber)
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, London ; New York ; Oxford ; New Delhi ; Sydney

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    Quelle: Verbundkataloge
    Beteiligt: Peterson, Mark (Herausgeber); Yamazaki, Kasumi (Herausgeber); Thomas, Michael (Herausgeber)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781350133006
    Schriftenreihe: Advances in digital language learning and teaching
    Schlagworte: Language and languages; Electronic games in education; Gamification
    Umfang: xix, 279 Seiten, Illustrationen, 24 cm