9781350415928 - digital gaming in the language classroom: designing effective curricula di wrobetz, kevin r. (14 risultati)

Digital Gaming in the Language Classroom : Designing Effective Curricula
Wrobetz, Kevin R.; Thomas, Michael (EDT); Peterson, Mark (EDT); Warschauer, Mark (EDT)
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Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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Da: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US
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HRD. Condizione: New. New Book. Shipped from UK. Established seller since 2000.

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Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK
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Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections
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Digital Gaming in the Language Classroom : Designing Effective Curricula
Wrobetz, Kevin R.; Thomas, Michael (EDT); Peterson, Mark (EDT); Warschauer, Mark (EDT)
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Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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EUR 135,63
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Condizione: As New. Unread book in perfect condition.

Digital Gaming in the Language Classroom : Designing Effective Curricula
Wrobetz, Kevin R.; Thomas, Michael (EDT); Peterson, Mark (EDT); Warschauer, Mark (EDT)
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Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
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Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.
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Digital Gaming in the Language Classroom : Designing Effective Curricula
Wrobetz, Kevin R.; Thomas, Michael (EDT); Peterson, Mark (EDT); Warschauer, Mark (EDT)
- Rilegato
Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
Contatta il venditoreVenditore con 5 stelleCondizione: Usato - Come nuovo
EUR 136,11
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Da: Rarewaves.com USA, London, LONDO, Regno UnitoRarewaves.com USA
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Hardback. Condizione: New. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. …

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Da: Kennys Bookstore, Olney, MD, U.S.A.Kennys Bookstore
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Condizione: New.

Digital Gaming in the Language Classroom: Designing Effective Curricula
Wrobetz, Kevin R./ Thomas, Michael (Editor)/ Peterson, Mark (Editor)/ Warschauer, Mark (Editor)
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Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books
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EUR 199,42
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Hardcover. Condizione: Brand New. 256 pages. 9.22x6.14x1.00 inches. In Stock.

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Da: Rarewaves.com UK, London, Regno UnitoRarewaves.com UK
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EUR 152,97
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Hardback. Condizione: New. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. …

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- Print on Demand
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
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EUR 161,57
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Hardcover. Condizione: new. Hardcover. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. Examines how single-player role-playing digital games may promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms to achieve desirable pedagogical outcomes. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

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- Print on Demand
Da: CitiRetail, Stevenage, Regno UnitoCitiRetail
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 131,35
EUR 43,10 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 1 disponibili
Hardcover. Condizione: new. Hardcover. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. Examines how single-player role-playing digital games may promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms to achieve desirable pedagogical outcomes. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…