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A fully updated and revised edition of this classic book which contains enjoyable games to practise language at any stage of the learning process.
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.
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.
An ideal resource for teachers, therapists, and social workers, this collection of language games helps children of suggested age ranges to effectively express themselves and enhance vocabulary, conversation, and storytelling skills. Illustrations.
This edited volume provides a comprehensive overview of contemporary research into the application of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand, there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in this field and will have wide appeal to students, language educators, game and instructional designers.
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.
Learning a new language can be very demanding, but it can also be good fun, and in between the hard work of language acquisition there are opportunities for breaks from the regular classroom routine where what has been learned is put to rewarding and practical use. Games Language People Play provides teachers with a variety of language games to make the teaching and learning of a new language an occasion for enjoyable competitiveness. There are 110 games in all, ranging in level from Beginners to Advanced. Each game carries an indication of the language skill or combination of skills being employed -- reading, writing, listening, speaking -- and the optimal group size, from as few as 10 students to games suitable for classes of unlimited size. The game's instructional objective -- for example, vocabulary expansion -- the materials needed, a full description and additional suggestions are all provided, with all that remains being for you and your class to enjoy the wonderfully creative ideas that Jerry Steinberg has put into book form for you. Originally published more than 20 years ago, Games Language People Play has continued to delight teachers and students of English every year since then.
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.
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.