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.
Author(s): Mark Peterson, Nasser Jabbari
Series: New Directions in Computer Assisted Language Learning
Publisher: Routledge
Year: 2022
Language: English
Pages: 202
City: London
Cover
Half Title
Series Page
Title Page
Copyright Page
Contents
List of figures
List of tables
List of contributors
Preface
Foreword
Acknowledgements
1. Digital games and foreign language learning: Context and future development
2. A systematic review of theory-informed design and implementation of digital game-based language learning
3. Use of digital game creation tools in computer assisted language learning: A systematic literature review
4. A methodological framework for analyzing the language in digital games
5. Direct qualitative assessment of language learning outcomes in digital game-based interaction: An exploratory case study
6. Let’s play videos and L2 academic vocabulary
7. Exploring ESL students’ perceived engagement in and experience of content vocabulary learning through virtual reality games
8. Becoming a resourceful language learner in a narrative-driven participatory game
9. Interaction games to boost intercultural communication in virtual worlds and video-communication: A case study
Index