Digital Games in Language Learning

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Alice
App Inventor
applied linguistics
Authoring Tools
CALL
Category=CJB
Character Text
computer assisted language learning
computer assisted learning
Content Specific Vocabulary
Cospaces
CSV Format
Cutscene Speech
deep learning
digital game-based language instruction
Digital Games
digital worlds
Divinity 2
EBSCO Discovery Service
educational technology
eq_bestseller
eq_dictionaries-language-reference
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
ESL Learner
ESL Student
Exit Slip
Fallout 4
foreign language acquisition
Fun Element
Game Developer
Game-learn
GameMaker Studio
Gameplay Speech
Gameslad
Genial.ly
Google Cardboard
Interactive Speech
intercultural communication games
L2
L2 Motivational Self-system
Learner Based Research Work
learning environment
Mass Effect
Medium Effect Size Difference
MIT Medium Lab
narrative-driven learning
OpenSim
Peripheral Speech
positive psychology
PRISMA Flowchart
problem solving
programming
qualitative language research
Quest Text
Role Theory Plays
Scratch
second language
Semi-structured Group Interviews
simulation
Skyrim
SLA
Specific Game Genres
SweSAT
Target Vocabulary Items
technology
TeCoLa
The Witcher 3
TOEFL iBT
VC Condition
virtual reality pedagogy
VR
VR Game

Product details

  • ISBN 9781032145969
  • Weight: 40g
  • Dimensions: 178 x 254mm
  • Publication Date: 12 Aug 2022
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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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.

Mark Peterson is an Associate Professor at Kyoto University, where he established and now directs a research lab focusing on computer assisted language learning.

Nasser Jabbari is an Assistant Professor of TESOL and Applied Linguistics at the University of Essex. His research interest lies at the interface between L2 learning and digital technologies.