Buch, Englisch, Band 6, 244 Seiten, Format (B × H): 157 mm x 242 mm, Gewicht: 531 g
Buch, Englisch, Band 6, 244 Seiten, Format (B × H): 157 mm x 242 mm, Gewicht: 531 g
Reihe: Gaming Ecologies and Pedagogies Series
ISBN: 978-90-04-70464-0
Verlag: Brill
Autoren/Hrsg.
Weitere Infos & Material
Foreword
Peter Bannister
Preface
Acknowledgments
List of Figures and Tables
PART 1: Escape Games for the Modern Languages and Translation Class…
1 Theoretical Framework
1 Teaching Translation and Modern Languages Nowadays
2 The Use of Active Methodologies in the Translation and Modern Languages Classroom: First Steps towards Gamification
3 Game-Based Learning: What It Is and What It Entails
4 Features of Gamification
5 Advantages of Including Gamification in Teaching Plans
6 Acquisition and Use of Skills for Problem-Solving
7 Socialization and Cooperation
8 Increased Concentration
9 Personal Autonomy
10 Close Teacher-Student Relationship
11 Assimilation and Interconnection of Content
12 Participation
13 Development of Critical Thinking Skills
14 Development of Digital Literacy Skills
15 Motivation and Gamification: Bros or Foes?
16 Teachers’ Motivation
17 Student Motivation
18 Challenges and Drawbacks of Including Gamification in Teaching Plans
19 Overemphasis on Competition
20 Damaged Self-Esteem
21 Challenge Implementation
22 Access Difficulties
23 Fatigue
24 Modern Languages, Translation and Gamification: What Has Been Done So Far?
25 Key Concepts
2 Escape Game Structure: A Proposal
1 Step 1: Features of the Narrative
2 Step 2: Missions or Challenges
3 Step 3: Badges or Game Cards: Is There More to It Than Just a Grade?
4 Step 4: Set Up and the Role of the Game Master
5 Step 5: Assessment
6 Key Concepts
3 Do’s, Don’ts and Implications for Practice
1 Do’s
2 Don’ts
3 Escape Games: Implications for Practice
4 Key Concepts
4 Escape Game – Example 1: Escaping Finance
1 Objectives
2 Competences Developed
3 Student Grouping Strategy
4 Previous Considerations
5 Presentation of the Narrative and Plot
6 Materials
7 Preparation of the Game
8 Game Sequence
9 Summary
10 Online Adaptation
11 Printable Item 1
5 Escape Game – Example 2: Operation Punctuation Check
1 Objectives
2 Competences Developed
3 Student Grouping Strategy
4 Previous Considerations
5 Presentation of the Narrative and Plot
6 Materials
7 Preparation of the Game
8 Game Sequence
9 Summary
10 Face-to-Face Adaptation
PART 2: And Much More…
6 Digital Storytelling: A How-to Guide
1 How to Apply DST in the Classroom
2 Checklist for Students When Preparing Their DST Assignment
3 Assessment
4 Key Concepts
7 Classroom or Immediate Response Systems: Interaction Tools
1 Pear Deck
2 An Example of the Use of the Tool Pear Deck in the Modern Languages Classroom
3 An Example of the Use of the Tool Pear Deck in the Translation Classroom
4 Nearpod
5 An Example of the Use of the Tool Nearpod in a Spanish Classroom
6 Wooclap
7 An Example of the Use of the Tool Wooclap in a Translation Course
8 Overview of Tools
9 Key Concepts
8 Social Networks: A Possibility for the Classroom
1 Practical Examples and Tools
2 Key Concepts
9 The Virtual Scenario: A New Teaching & Learning Reality
1 The Virtual Scenario in the Translation Class: A World of Possibilities
2 What Do Students Think about Online Translation Learning?
3 What Do Teachers Think about Online Translation Teaching?
4 The Virtual Scenario in the Modern Languages Class: Endless Opportunities for Learning
5 Working Collaboratively Online: Advantages & Disadvantages
6 Key Concepts
10 The Role of AI in Modern Languages & Translation Degrees
1 Understanding AI in Language Learning and Translation
2 AI Tools for Language Learning, Translation & Localization
3 Ethical Considerations in AI Applications
4 AI’s Impact on Language Professionals
5 Case Studies
6 Lesson Plan for Prompt 1
7 Academic Suggestions for Prompt 2
8 Lesson Plan for Prompt 3
9 Reviewer Suggestions for Prompt 4
10 Future Directions and Challenges
11 Key Concepts
11 Final Thoughts
Index