Buch, Englisch, 311 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 543 g
Theory, Research, and Practice
Buch, Englisch, 311 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 543 g
Reihe: New Language Learning and Teaching Environments
ISBN: 978-3-030-04728-3
Verlag: Springer International Publishing
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.
Autoren/Hrsg.
Fachgebiete
- Geisteswissenschaften Sprachwissenschaft Fremdsprachenerwerb und -didaktik
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Allgemeine Didaktik Literatur, Deutsch, Fremdsprachen (Unterricht & Didaktik)
- Geisteswissenschaften Sprachwissenschaft Angewandte Sprachwissenschaft
Weitere Infos & Material
Chapter 1. Introduction.- Chapter 2. Gaming.- Chapter 3. Play.- Chapter 4. Game.- Chapter 5. Learning.- Chapter 6. Game-enhanced L2TL.- Chapter 7. Game-informed L2TL.- Chapter 8. Game-based L2TL.- Chapter 9. Research.- Chapter 10. Conclusion.




