Available Formats
Digital Games and Language Learning: Theory, Development and Implementation
By (Author) Dr Mark Peterson
Edited by Dr Kasumi Yamazaki
Edited by Professor Michael Thomas
Bloomsbury Publishing PLC
Bloomsbury Academic
17th June 2021
United Kingdom
Professional and Scholarly
Non Fiction
Language teaching and learning material and coursework
Educational equipment and technology, computer-aided learning (CAL)
401.93
Hardback
300
Width 156mm, Height 234mm
599g
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.
This edited book is an ideal choice for readers willing to learn about the status quo of digital games in language education. It is particularly informative and valuable for language teachers who attempt to use digital games in their instructional practices ... this book makes a timely contribution to this research area as it demonstrates the breadth of topics for investigation and the pedagogical potential of digital games for language education. * Language Learning & Technology *
A timely and comprehensive book, it encompasses important aspects of theory, research, design and application of digital games as an extension of CALL [Digital Games and Language Learning] can be an ideal choice for researchers, practitioners and game developers alike, who want to have a more profound understanding of current state in theory, research and practice of language learning in the context of digital games. * The Reading Matrix *
Provid[es] a timely boost to several areas of CALL This book would make a good starting point for those wishing to become involved in the field, as well as scholars and practitioners wanting to consider the theory and future direction of digital games and language learning. * CALL-EJ *
This collection of work by both recognized and emerging scholars is a significant contribution towards the wider understanding of the important role that digital games play in CALL. The combination of theoretical background and practical examples of development and application will be invaluable for researchers and instructors in foreign language teaching and learning. * Nina Langton, Associate Professor, University of British Columbia Okanagan, Canada *
Mark Peterson is Associate Professor of Linguistics at Kyoto University, Japan. Kasumi Yamazaki is Associate Professor of Japanese at the University of Toledo, USA. Michael Thomas is Professor of Education at Liverpool John Moores University, UK.