Computer games and language learning
- Mark Peterson.
- First edition.
- New York, NY : Palgrave Macmillan, 2013.
- Physical description
- xv, 167 pages ; 22 cm.
- Palgrave Macmillan's digital education and learning series.
Education Library (Cubberley)
|P53.855 .P48 2013||Unknown|
- Peterson, Mark, 1965-
- Includes bibliographical references (pages 143-159) and index.
- Foreword: Language, Learning, and Games-- James Paul Gee 1. CALL and New Digital Technologies 2. Computer Games: Definition, Theories, Elements, and Genres 3. Computer Games and Learning 4. Computer Games and Language Learning: Theoretical Rationales 5. Early Research on the Use of Computer Games in CALL: An Overview 6. Recent Studies on Computer Gaming in CALL: An Analysis of Findings 7. The Use of an MMORPG Game in CALL: A Case Study 8. Conclusions and Future Directions.
- (source: Nielsen Book Data)
- Publisher's Summary
- Language educators are increasingly taking advantage of developments in technology to explore the use of computer games. This book investigates this phenomenon and examines the relationship between technological innovation and development in the field of computer-assisted language learning. Exploring relevant theories and rationales, the discussion provides one of the first critical analyses of both early and contemporary research, including a recent case study conducted in Japan. This book supplies a comprehensive and accessible overview, meeting the needs of language educators, researchers, and students.
(source: Nielsen Book Data)
- Publication date
- Palgrave Macmillan's digital education and learning series
- 9781137005168 (hbk. : alk. paper)
- 1137005165 (hbk. : alk. paper)
- 9781137005175 (e-book)
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