Language at Play: Digital Games in Second and Foreign Language Teaching and Learning, 1st edition
Published by Pearson (December 6th 2012) - Copyright © 2013
You'll get a bound printed text.
The potential of digital games in second and foreign (L2) classrooms is enormous. With their growing worldwide popularity and diversity, digital games provide new spaces and means for L2 learning that only a few years ago would have been unimaginable. Sykes and Reinhardt offer instructors a useful, research-based framework for understanding the intersection between digital games and research in L2 teaching and learning. The authors invite readers to imagine possible futures of digital game-informed, game-enhanced, and game-based language learning.
Table of contents
1. Introduction - Reflecting on purpose and topic
2. Goal - Understanding the importance of activity, task type, and quests
3. Interaction - Examining negotiation, competition, and cooperation
4. Feedback - Developing through fail states and assessment
5. Motivation - Analyzing the significance of engagement and affect
6. Context - Exploring stories, environments, and identities
7. Conclusion - Looking at the future of digital games in language learning
Appendix I. Glossary
Appendix II. Guide to Game Types
Appendix III. Game Evaluation Guide
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