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M. Peterson

Computer Games and Language Learning


1st ed. 2013. 2013. xvii, 167 S. 216 mm
Verlag/Jahr: SPRINGER PALGRAVE MACMILLAN; PALGRAVE MACMILLAN US 2013
ISBN: 1-349-43465-5 (1349434655)
Neue ISBN: 978-1-349-43465-7 (9781349434657)

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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 relevant theories and providing practical evidence about the use of computer games in language learning.
Foreword: Language, Learning, and Games; James Paul Gee 1. CALL and New Digital Technologies 2. Computer Games: Definition, Theories, Elements, and Genres 3. Computer Games and Learning 4. Computer Games and Language Learning: Theoretical Rationales 5. Early Research on the Use of Computer Games in CALL: An Overview 6. Recent Studies on Computer Gaming in CALL: An Analysis of Findings 7. The Use of an MMORPG Game in CALL: A Case Study 8. Conclusions and Future Directions
"The increasing use of computer games represents a highly significant development in computer-assisted language learning. Computer Games and Language Learning is an essential text for researchers, educators, students, and all those who are interested in understanding how technology can support language learning.´ - Jozef Colpaert, Director, The Institute for Language and Culture, The University of Antwerp, Belgium
Mark Peterson is Associate Professor in the Graduate School of Human and Environmental Studies at Kyoto University, Japan.