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.
The role of cognitive engagement in classroom learning and motivation. Educational Psychologist, 18, 88–100. ... Third generation education use of computer games. Journal of Educational Multimedia and Hypermedia, 16(3), 263–281.
This edited volume provides a comprehensive overview of contemporary research into the application of digital games in second and foreign language teaching and learning.
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 ...
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.
While theoretically grounded, the volume's audience is primarily practicing L2 professionals with classroom experience.
This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.
This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book.
Mitchell and SavillSmith, in their comprehensive reviewofthe literatureongames for learning, concludethat: the literaturebase is relatively sparse, findings often conflictin their outcomes, there isa lack of studies regarding ...
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).
Focuses on the use of computer games in language teaching.