9781350233171 - digital games and language learning: theory, development and implementation (23 risultati)
Digital Games and Language Learning : Theory, Development and Implementation
Peterson, Mark (EDT); Yamazaki, Kasumi (EDT); Warschauer, Mark (EDT); Thomas, Michael (EDT)
Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Lingua: Inglese
Editore: Bloomsbury Publishing PLC, GB, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Paperback. Condizione: New. 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.
Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Lingua: Inglese
Editore: Bloomsbury Publishing PLC, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Digital Games and Language Learning : Theory, Development and Implementation
Peterson, Mark (EDT); Yamazaki, Kasumi (EDT); Warschauer, Mark (EDT); Thomas, Michael (EDT)
Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
- Brossura
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Lingua: Inglese
Editore: Bloomsbury Publishing (UK), 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Lingua: Inglese
Editore: Bloomsbury Academic 2022-10-20, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Digital Games and Language Learning : Theory, Development and Implementation
Peterson, Mark (EDT); Yamazaki, Kasumi (EDT); Warschauer, Mark (EDT); Thomas, Michael (EDT)
Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
- Brossura
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Editore: Bloomsbury Publishing PLC, 2022
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Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Digital Games and Language Learning : Theory, Development and Implementation
Peterson, Mark (EDT); Yamazaki, Kasumi (EDT); Warschauer, Mark (EDT); Thomas, Michael (EDT)
Lingua: Inglese
Editore: Bloomsbury Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
- Brossura
Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
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Lingua: Inglese
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Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Paperback. Condizione: Brand New. 300 pages. 9.21x6.14x0.75 inches. In Stock.
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Lingua: Inglese
Editore: BLOOMSBURY 3PL, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Editore: Bloomsbury Publishing PLC, GB, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
- Brossura
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Paperback. Condizione: New. 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.
- Altre immagini
Lingua: Inglese
Editore: Bloomsbury Publishing PLC Okt 2022, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
- Brossura
Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
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Taschenbuch. Condizione: Neu. Neuware - 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 co…mprehensive 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.
Lingua: Inglese
Editore: Bloomsbury USA Academic, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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- Print on Demand
Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books
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Paperback. Condizione: Brand New. 300 pages. 9.21x6.14x0.75 inches. In Stock. This item is printed on demand.
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Lingua: Inglese
Editore: Bloomsbury Publishing PLC, London, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
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Paperback. Condizione: new. Paperback. 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 com…prehensive 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. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Lingua: Inglese
Editore: Bloomsbury Publishing PLC, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
- Brossura
- Print on Demand
Da: THE SAINT BOOKSTORE, Southport, Regno UnitoTHE SAINT BOOKSTORE
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Paperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 185.
- Altre immagini
Lingua: Inglese
Editore: Bloomsbury Publishing PLC, London, 2022
Serie: Libro 10 di 11 - Advances in Digital Language Learning and Teaching
- Brossura
- Print on Demand
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Paperback. Condizione: new. Paperback. 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 com…prehensive 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. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.






