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Computer games and language learning /
~
Peterson, Mark, (1965-,)
Computer games and language learning /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Computer games and language learning // Mark Peterson.
作者:
Peterson, Mark,
面頁冊數:
1 online resource.
標題:
Language and languages - Study and teaching -
電子資源:
http://www.palgraveconnect.com/doifinder/10.1057/9781137005175
ISBN:
9781137005175 (electronic bk.)
Computer games and language learning /
Peterson, Mark,1965-,
Computer games and language learning /
Mark Peterson. - 1 online resource. - Digital Education and Learning. - Palgrave Macmillan's digital education and learning series..
Includes bibliographical references and index.
Call And New Digital Technologies -- Computer Games: Definition, Theories, Elements, And Genres -- Computer Games And Learning -- Computer Games And Language Learning: Theoretical Rationales -- Early Research On The Use Of Computer Games In Call: An Overview -- Recent Studies On Computer Gaming In Call: An Analysis Of Findings -- The Use Of An Mmorpg Game In Call: A Case Study -- Conclusions And Future Directions.
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.
ISBN: 9781137005175 (electronic bk.)
Source: 573430Palgrave Macmillanhttp://www.palgraveconnect.comSubjects--Topical Terms:
599971
Language and languages
--Study and teachingIndex Terms--Genre/Form:
554714
Electronic books.
LC Class. No.: P53.855 / .P48 2013
Dewey Class. No.: 410.285
Computer games and language learning /
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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.
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