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Exploring The Potential Of Digital Game Based Learning In The Efl Classroom


Exploring The Potential Of Digital Game Based Learning In The Efl Classroom
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Exploring The Potential Of Digital Game Based Learning In The Efl Classroom


Exploring The Potential Of Digital Game Based Learning In The Efl Classroom
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Author : Marie Schneider
language : en
Publisher: GRIN Verlag
Release Date : 2012-11-27

Exploring The Potential Of Digital Game Based Learning In The Efl Classroom written by Marie Schneider and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-11-27 with Foreign Language Study categories.


Examination Thesis from the year 2011 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,0, http://www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit trägt den Titel “Exploring the Potential of Digital Game Based Learning in the EFL Classroom” und lotet das Potenzial kommerzieller Computerspiele für die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und trägt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem – vor allem in Deutschland – nur wenige Publikationen erschienen sind und welches somit nur in Ansätzen untersucht worden ist.



Computer Games In The Efl Classroom


Computer Games In The Efl Classroom
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Author : Marie Schneider
language : en
Publisher: Anchor Academic Publishing (aap_verlag)
Release Date : 2014-02-01

Computer Games In The Efl Classroom written by Marie Schneider and has been published by Anchor Academic Publishing (aap_verlag) this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-01 with Foreign Language Study categories.


Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.



Exploring The Potential Of Digital Game Based Learning In The Efl Classroom


Exploring The Potential Of Digital Game Based Learning In The Efl Classroom
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Author : Marie Schneider
language : en
Publisher:
Release Date : 2013-09

Exploring The Potential Of Digital Game Based Learning In The Efl Classroom written by Marie Schneider and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-09 with English language learning categories.


Examination Thesis from the year 2011 in the subject English - Pedagogy, Didactics, Literature Studies, grade: 1,0, http: //www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit tragt den Titel "Exploring the Potential of Digital Game Based Learning in the EFL Classroom" und lotet das Potenzial kommerzieller Computerspiele fur die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und tragt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem - vor allem in Deutschland - nur wenige Publikationen erschienen sind und welches somit nur in Ansatzen untersucht worden ist.



Game Based Learning And The Power Of Play


Game Based Learning And The Power Of Play
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Author : Pauline Rooney
language : en
Publisher: Cambridge Scholars Publishing
Release Date : 2016-08-17

Game Based Learning And The Power Of Play written by Pauline Rooney and has been published by Cambridge Scholars Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-17 with Education categories.


In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.



Digital Games In Language Learning And Teaching


Digital Games In Language Learning And Teaching
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Author : Hayo Reinders
language : en
Publisher: Springer
Release Date : 2012-06-12

Digital Games In Language Learning And Teaching written by Hayo Reinders and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-12 with Language Arts & Disciplines categories.


This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.



Current Index To Journals In Education


Current Index To Journals In Education
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Author :
language : en
Publisher:
Release Date : 2002

Current Index To Journals In Education written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Education categories.




Digital Storytelling And Digital Gaming In The 21st Century Efl Classroom


Digital Storytelling And Digital Gaming In The 21st Century Efl Classroom
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Author : Annalisa Raffone
language : en
Publisher: Cambridge Scholars Publishing
Release Date : 2023-03-28

Digital Storytelling And Digital Gaming In The 21st Century Efl Classroom written by Annalisa Raffone and has been published by Cambridge Scholars Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-03-28 with Foreign Language Study categories.


This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.



Index To Theses With Abstracts Accepted For Higher Degrees By The Universities Of Great Britain And Ireland And The Council For National Academic Awards


Index To Theses With Abstracts Accepted For Higher Degrees By The Universities Of Great Britain And Ireland And The Council For National Academic Awards
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Author :
language : en
Publisher:
Release Date : 2008

Index To Theses With Abstracts Accepted For Higher Degrees By The Universities Of Great Britain And Ireland And The Council For National Academic Awards written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Dissertations, Academic categories.




Digital Games And Language Learning


Digital Games And Language Learning
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Author : Mark Peterson
language : en
Publisher: Bloomsbury Publishing
Release Date : 2021-03-25

Digital Games And Language Learning written by Mark Peterson and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Language Arts & Disciplines categories.


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.



Game Science In Hybrid Learning Spaces


Game Science In Hybrid Learning Spaces
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Author : Sylvester Arnab
language : en
Publisher: Routledge
Release Date : 2020-04-29

Game Science In Hybrid Learning Spaces written by Sylvester Arnab and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-29 with Education categories.


Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.