Isbn: 9781049805160 - game-based approaches to call (10 risultati)

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Game-Based Approaches To Call
David Frederick (Editor)/ Linda C. Jones (Editor)/ Curtis Maughan (Editor)
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Taschenbuch. Condizione: Neu. Game-Based Approaches to Call | David Fredrick (u. a.) | Taschenbuch | Englisch | 2026 | University of Toronto Press | EAN 9781049805160 | Verantwortliche Person für die EU: Mare Nostrum Group B.V., Doelen 72, 4831 GR BREDA, NIEDERLANDE, gpsr[at]mare-nostrum[dot]co[dot]uk | Anbieter: preigu. …

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Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Game-Based Approaches to CALL features contributions that explore approaches to teaching world languages and cultures that are both computer-assisted and game-based. As the intersection of games and learning constitutes a pedagogical subgenre unto itself, this volume focuses on four key elements of game design and game studies that will shape the future of not only the games industry, but of computer-assisted practices of all kinds, especially CALL. The elements include: player/student agency, which is the theory defining the future of player/student-centred design; serious games, the genre expanding the pedagogical potential of game design; eXtended Realities (XR) and AI storytelling, wielding the technologies shaping the future of the game-based classroom; and multimedia theories of learning and empirical game-based research - case studies at the intersection of CALL and game studies. Maximizing the learning potential of constantly evolving modern technologies, the contributors to this volume offer a transformative perspective for students, professors, researchers, and practitioners of linguistics. 400 pp. Englisch.…

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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
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Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Game-Based Approaches to CALL features contributions that explore approaches to teaching world languages and cultures that are both computer-assisted and game-based. As the intersection of games and learning constitutes a pedagogical subgenre unto itself, this volume focuses on four key elements of game design and game studies that will shape the future of not only the games industry, but of computer-assisted practices of all kinds, especially CALL. The elements include: player/student agency, which is the theory defining the future of player/student-centred design; serious games, the genre expanding the pedagogical potential of game design; eXtended Realities (XR) and AI storytelling, wielding the technologies shaping the future of the game-based classroom; and multimedia theories of learning and empirical game-based research - case studies at the intersection of CALL and game studies. Maximizing the learning potential of constantly evolving modern technologies, the contributors to this volume offer a transformative perspective for students, professors, researchers, and practitioners of linguistics.…