Digital Games and Language Learning: Theory, Development and Implementation, Kasumi Yamazaki, Mark Peterson, Michael Thomas
Автор: Peterson Mark, Yamazaki Kasumi, Thomas Michael Название: Digital Games and Language Learning: Theory, Development and Implementation ISBN: 1350133000 ISBN-13(EAN): 9781350133006 Издательство: Bloomsbury Academic Рейтинг: Цена: 34485.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
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.
Автор: Freitas Sara De Название: Digital Games and Learning ISBN: 1441198709 ISBN-13(EAN): 9781441198709 Издательство: Bloomsbury Academic Рейтинг: Цена: 5542.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations.
Описание: With constant explorative research on educational technologies, it remains important to have a detailed understanding of the implementation of these innovations.<br><br><em>Cases on Educational Technology Implementation for Facilitating Learning</em> blends together vital research and advancements on educational technologies into one comprehensive collection; while structuring the information to make it accessible for implementation into the classroom. Academics, professors, and educators will find this casebook especially useful for integrating new aspects of technology into their programmes.
Автор: Benson, Moore & Williams Van Roo Название: Cases On Educational Technology Planning, Design, And Implementation ISBN: 1466642378 ISBN-13(EAN): 9781466642379 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 25502.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: <em>Cases on Educational Technology Planning, Design, and Implementation: A Project Management Perspective</em> provides strategies for addressing the challenges and pitfalls faced when planning, designing, and implementing learning and educational technology projects. The case studies in this publication aim to provide instructors, practitioners in K-12 and higher education, business managers as well as students interested in implementing education technology projects.
Описание: The Mobile Learning Mindset series offers practical knowledge and strategies for successful implementation of K-12 BYOD programs and 1:1 initiatives. The District Leader`s Guide to Implementation shares lessons learned and provides many examples and activities that will help school leaders who are about to implement a mobile device initiative or already have.
Описание: Evaluates the means by which online education can be improved and systematically integrated more fluidly into traditional learning settings, with special focus on the ethical, pedagogical, and design aspects of building online courses. This publication explains the rewards and follies of online education for educators, administrators, programmers, designers, and students of education.
Автор: Harrison Hao Yang, Shuyan Wang Название: Cases on E-Learning Management: Development and Implementation ISBN: 1466619333 ISBN-13(EAN): 9781466619333 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 25502.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: "This book provides innovative case studies covering a range of topics such as teacher education, mobile and blended learning strategies, e-learning tutorial content, digital cognitive games, Science, Technology, Engineering, and Mathematics (STEM) education, and distance education"--Provided by publisher.
Описание: "This book provides the latest information about cloud development and cloud applications in teaching and learning, including empirical research findings in these areas for professionals and researchers working in the field of e-learning who want to implement teaching and learning with cloud computing"--Provided by publisher.
Описание: The book presents prior work related to program assessment (both for a single program and internationally) and discusses how similar techniques can be utilized for both formative and summative assessment of a new program.
Описание: Many research studies show that the use of technology inside and outside classrooms makes teaching and learning more engaging and motivating. Technology can provide learners with endless opportunities, for instance, it can (a) improve the learners' learning experience; (b) simplify access to educational resources; (c) enhance the learners' autonomous learning; meet the learners' individual learning needs, and (d) prepare the learners for future career success when using it to foster the 21st-century skills.
However, the range and number of technologies currently available can yield challenges for educators if they do not know how to effectively integrate them into their teaching pedagogy. Therefore, this book, Computer Assisted Language Learning (CALL) explores language with technology focusing on English as a Foreign Language (EFL) context and sharing with educators everywhere how the effective use of technology can bring a positive transformation to the class dynamics and the students' learning process. With that being said, to professionally assist learners master all of the four language skills; learners need to be able to communicate in the target language fluently. This, of course, involves developing the learners' language proficiency through interactions and providing them with authentic opportunities for learning that go beyond repetition and memorization of grammatical patterns in isolation.
To assist language learners in mastering these sets of competencies, they need to be given the opportunities to understand and use the language appropriately and to communicate in authentic social environments using a variety of well-planned activities. The effective integration of technology in language teaching and learning could support achieving the above-mentioned competencies and more.
Luckily, there are many useful and easy to use educational technology tools that are available for all language teachers, educators, and learners to use during class time and/or independently. These tools are increasing rabidly that teachers might feel intimated and choose to avoid learning about them and integrating them in their teaching pedagogy and instead they would feel comfortable keeping with the traditional methods of teaching.
Therefore, in this book, CALL experts will provide language teachers with some useful and easy to use technology tools for teaching and learning; support the recommendation with practical ideas such as mini-lesson plans to leverage the use of that specific technology; and promote all or any of the learners' 21st-century skills, e.g., building strong interpersonal communication skills, working as effective team players, thinking and creating in an innovative way, thinking critically about what they are doing and learning and more.
The book is intended for all language teachers and educators, language program directors and administrators, Computer Assisted Language (CALL) coaches, university professors, instructional technology coaches, language instructional technology specialists, and all graduate and undergraduate students who are interested in teaching language through technology. Each chapter should include practical tips and ideas to support best practices for each soft skill and language strand with the use of technology.
Автор: Krystina Madej Название: Physical Play and Children`s Digital Games ISBN: 3319428748 ISBN-13(EAN): 9783319428741 Издательство: Springer Рейтинг: Цена: 6986.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play’s role in our society. In particular, Vygotsky’s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children’s development, in particular, physical, or somatic play.
The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts.
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefing processes that can be conveyed to learners through different means, such as online group or individual chat with tutors, automatic reports and a psychologically informed scoring system. Tutors, either real or artificial, are seen as the key factor facilitating the training process. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule and drama-based multiplayer and single player games can support traditional practice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologists.
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