Computer Games and Language Learning.

By: Peterson, MMaterial type: TextTextSeries: eBooks on DemandDigital Education and Learning Ser: Publisher: New York : Palgrave Macmillan US, 2013Copyright date: ©2013Description: 1 online resource (180 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9781137005175Subject(s): English languageGenre/Form: Electronic books.Additional physical formats: Print version:: Computer Games and Language LearningDDC classification: 410.285 LOC classification: P1-1091Online resources: Click here to view this ebook.
Contents:
Cover -- Half-Title -- Title -- Copyright -- Dedication -- Contents -- List of Tables -- Series Foreword: Language, Learning, and Games -- Preface -- Acknowledgments -- Chapter 1 CALL and New Digital Technologies -- Chapter 2 Computer Games: Definition, Theories, Elements, and Genres -- Chapter 3 Computer Games and Learning -- Chapter 4 Computer Games and Language Learning: Theoretical Rationales -- Chapter 5 Early Research on the Use of Computer Games in CALL: An Overview -- Chapter 6 Recent Studies on Computer Gaming in CALL: An Analysis of Findings -- Chapter 7 The Use of a MMORPG in CALL: A Case Study -- Chapter 8 Conclusions and Future Directions -- Bibliography -- Index.
Summary: 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.
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Item type Current location Call number URL Status Date due Barcode
Electronic Book UT Tyler Online
Online
P1-1091 (Browse shelf) https://ebookcentral.proquest.com/lib/uttyler/detail.action?docID=1431299 Available EBC1431299

Cover -- Half-Title -- Title -- Copyright -- Dedication -- Contents -- List of Tables -- Series Foreword: Language, Learning, and Games -- Preface -- Acknowledgments -- Chapter 1 CALL and New Digital Technologies -- Chapter 2 Computer Games: Definition, Theories, Elements, and Genres -- Chapter 3 Computer Games and Learning -- Chapter 4 Computer Games and Language Learning: Theoretical Rationales -- Chapter 5 Early Research on the Use of Computer Games in CALL: An Overview -- Chapter 6 Recent Studies on Computer Gaming in CALL: An Analysis of Findings -- Chapter 7 The Use of a MMORPG in CALL: A Case Study -- Chapter 8 Conclusions and Future Directions -- Bibliography -- Index.

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.

Description based on publisher supplied metadata and other sources.

Author notes provided by Syndetics

Mark Peterson is Associate Professor in the Graduate School of Human and Environmental Studies at Kyoto University, Japan.

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