標(biāo)題: Titlebook: Digital Games in Language Learning and Teaching; Hayo Reinders (Head of Learner Development) Book 2012 Palgrave Macmillan, a division of M [打印本頁(yè)] 作者: panache 時(shí)間: 2025-3-21 18:49
書(shū)目名稱Digital Games in Language Learning and Teaching影響因子(影響力)
書(shū)目名稱Digital Games in Language Learning and Teaching影響因子(影響力)學(xué)科排名
書(shū)目名稱Digital Games in Language Learning and Teaching網(wǎng)絡(luò)公開(kāi)度
書(shū)目名稱Digital Games in Language Learning and Teaching網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書(shū)目名稱Digital Games in Language Learning and Teaching被引頻次
書(shū)目名稱Digital Games in Language Learning and Teaching被引頻次學(xué)科排名
書(shū)目名稱Digital Games in Language Learning and Teaching年度引用
書(shū)目名稱Digital Games in Language Learning and Teaching年度引用學(xué)科排名
書(shū)目名稱Digital Games in Language Learning and Teaching讀者反饋
書(shū)目名稱Digital Games in Language Learning and Teaching讀者反饋學(xué)科排名
作者: intelligible 時(shí)間: 2025-3-21 21:25 作者: Expand 時(shí)間: 2025-3-22 00:33
Game-Based Practice in a Reading Strategy Tutoring System: Showdown in iSTART-MEterial (Anderson, 1982). However, acquiring a new skill usually requires a significant commitment to continued practice and application. Skills are often developed and improved with practice over an extended period of time (Newell & Rosenbloom, 1981).作者: Microaneurysm 時(shí)間: 2025-3-22 07:22
Sprites and Rules: What ERPs and Procedural Memory Can Tell Us about Video Games and Language Learnise that this practice of coupling morphosyntax with gameplay mechanics could also prove fruitful in real-world language learning settings. Turning to recent commercial video games, I show how game developers have relied on design techniques that take advantage of the audience’s expectations of gamep作者: instate 時(shí)間: 2025-3-22 10:52
Talk to Me! Games and Students’ Willingness to Communicateage. We will show that computer games can indeed affect L2 interaction patterns and contribute to L2 acquisition, but that this depends, as in all other teaching and learning environments, on careful pedagogic planning of the activity.作者: 先行 時(shí)間: 2025-3-22 15:31
Development of X-Ray Fluoroscopy Devicesve’ activities that threaten a ‘serious’ learning environment, thus confirming the opposition of ‘enjoyment’ and ‘fun’ to so-called ‘real learning’ (Kim, 1995). This debate also highlights the way language learning itself can be seen in more general terms as a less ‘serious’ academic pursuit, and th作者: 先行 時(shí)間: 2025-3-22 18:13
Lung Surfactant and Lung Lining in Birdsd an active role in managing their interaction. Moreover, it was found that the learners utilized discourse management strategies that facilitated the consistent production of coherent target language output. The findings demonstrate that the participants engaged in social interaction involving coll作者: minimal 時(shí)間: 2025-3-22 23:51
https://doi.org/10.1007/978-981-15-9770-1terial (Anderson, 1982). However, acquiring a new skill usually requires a significant commitment to continued practice and application. Skills are often developed and improved with practice over an extended period of time (Newell & Rosenbloom, 1981).作者: 使聲音降低 時(shí)間: 2025-3-23 01:21
Ventilator-Induced Diaphragm Dysfunctionse that this practice of coupling morphosyntax with gameplay mechanics could also prove fruitful in real-world language learning settings. Turning to recent commercial video games, I show how game developers have relied on design techniques that take advantage of the audience’s expectations of gamep作者: Infuriate 時(shí)間: 2025-3-23 06:45
https://doi.org/10.1007/978-1-4471-3850-1age. We will show that computer games can indeed affect L2 interaction patterns and contribute to L2 acquisition, but that this depends, as in all other teaching and learning environments, on careful pedagogic planning of the activity.作者: Canopy 時(shí)間: 2025-3-23 10:03
Digital Games in Language Learning and Teaching978-1-137-00526-7Series ISSN 2946-2932 Series E-ISSN 2946-2940 作者: correspondent 時(shí)間: 2025-3-23 17:29
Current Topics in Veterinary Medicine Lee, 1979), but digital games in particular are now acknowledged as having great potential to engage learners and to encourage interaction in the target language. Immersive environments offer learners opportunities for situated learning, and the adaptive qualities of most games ensure that individu作者: 階層 時(shí)間: 2025-3-23 19:23 作者: 露天歷史劇 時(shí)間: 2025-3-24 01:43
Rapid On-Site Cytology Evaluation now played in most of the world’s major languages. Once confined to the physical boundaries of an arcade, single PC, or television console, games have boomed with the expansion of broadband Internet, in the form of massively multiplayer online games (MMOGs) and, most recently, casual social network作者: 饑荒 時(shí)間: 2025-3-24 02:39 作者: hemophilia 時(shí)間: 2025-3-24 07:09 作者: 使尷尬 時(shí)間: 2025-3-24 12:20
Respiratory Infections and Tumours discussion forums and walkthroughs on gaming strategies, indicate that digital gaming is thriving. A recent survey shows that 67 per cent of US households play digital games, and about half of these gamers are between 18 and 49 years old (Entertainment Software Association, 2010). Playing digital g作者: antiandrogen 時(shí)間: 2025-3-24 17:27
https://doi.org/10.1007/978-981-15-9770-1ter technologies in schools has had both failings and challenges (Dynarski et al., 2007), significant progress in the quality of education to some extent depends on our ability to leverage the many advantages of computer technologies. Computer technologies enable adaptive, one-on-one tutoring to vir作者: 臭了生氣 時(shí)間: 2025-3-24 19:44
Ventilator-Induced Diaphragm Dysfunction that video games can tie together these two uses of procedural memory in order to maximize the chances of success in language learning. To support this argument I review research in the event-related potential (ERP) literature showing that, under controlled experimental conditions, computer games h作者: 昏睡中 時(shí)間: 2025-3-25 02:36
https://doi.org/10.1007/978-1-4471-3850-1 to students and to benefit the development of social skills, such as collaboration, and metacognitive skill, such as planning and organization. An important potential benefit is also that games encourage the use of the target language in a non-threatening environment. Willingness to communicate has作者: 漸強(qiáng) 時(shí)間: 2025-3-25 04:08
A. Grassino,C. Fracchia,L. Zocchiving experiences of their teenager not joining the rest of the family for dinner due to a quest, a dungeon, or a raid in .. But while being kept from family by a computer game may seem asocial, a teenager immersed in . is in fact meeting with people ‘of all ages, countries, and value systems’ (Gee, 作者: Curmudgeon 時(shí)間: 2025-3-25 08:59 作者: 金哥占卜者 時(shí)間: 2025-3-25 11:46
New Language Learning and Teaching Environmentshttp://image.papertrans.cn/d/image/279347.jpg作者: 信條 時(shí)間: 2025-3-25 18:22 作者: 繼承人 時(shí)間: 2025-3-25 21:27
https://doi.org/10.1057/9781137005267English; Language Learning; learning; Locat; second language作者: 墻壁 時(shí)間: 2025-3-26 03:11 作者: Individual 時(shí)間: 2025-3-26 07:17
2946-2932 nteraction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.978-1-137-02283-7978-1-137-00526-7Series ISSN 2946-2932 Series E-ISSN 2946-2940 作者: 楓樹(shù) 時(shí)間: 2025-3-26 11:43
Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Researce boomed with the expansion of broadband Internet, in the form of massively multiplayer online games (MMOGs) and, most recently, casual social networking games (SNGs). In combination with a growing variety of platforms and player configurations, new narrative forms and distinct game genres have emerged, merged, and re-emerged as new forms.作者: saturated-fat 時(shí)間: 2025-3-26 12:43
Current Topics in Veterinary Medicineners’ lives and encourages collaboration and lifelong learning. The use of new technologies, and in particular digital games, thus facilitates the bridging of learning within and outside the language classroom.作者: 彎曲的人 時(shí)間: 2025-3-26 20:26
C. Bauer,W. Jelkmann,H. Rollemanvironments can also interfere with students’ learning (Blumenfeld, Kempler, & Krajcik, 2006; Jackson, Dempsey, & McNamara, Chapter 6 in this volume) or further complicate the potential for game-based learning (Kerres, Bormann, & Vervenne, 2009).作者: cacophony 時(shí)間: 2025-3-26 22:42
Respiratory Infections and Tumoursdition to console games, a government survey also indicates that 30.1 per cent of the population play online digital games, and gamers between 15 and 24 play an average of 8.7 hours per week (Census and Statistics Department, 2009).作者: 脖子 時(shí)間: 2025-3-27 02:07 作者: 袋鼠 時(shí)間: 2025-3-27 07:48 作者: 粗糙 時(shí)間: 2025-3-27 10:28
Introductionners’ lives and encourages collaboration and lifelong learning. The use of new technologies, and in particular digital games, thus facilitates the bridging of learning within and outside the language classroom.作者: dendrites 時(shí)間: 2025-3-27 15:12
Behaviorism, Constructivism, and Communities of Practice: How Pedagogic Theories Help Us Understand nvironments can also interfere with students’ learning (Blumenfeld, Kempler, & Krajcik, 2006; Jackson, Dempsey, & McNamara, Chapter 6 in this volume) or further complicate the potential for game-based learning (Kerres, Bormann, & Vervenne, 2009).作者: colloquial 時(shí)間: 2025-3-27 21:38
Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectivdition to console games, a government survey also indicates that 30.1 per cent of the population play online digital games, and gamers between 15 and 24 play an average of 8.7 hours per week (Census and Statistics Department, 2009).作者: CAJ 時(shí)間: 2025-3-27 22:29 作者: 詞匯記憶方法 時(shí)間: 2025-3-28 05:49 作者: 飛鏢 時(shí)間: 2025-3-28 06:29
2946-2932 nteraction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.978-1-137-02283-7978-1-137-00526-7Series ISSN 2946-2932 Series E-ISSN 2946-2940 作者: oxidant 時(shí)間: 2025-3-28 14:08 作者: Amendment 時(shí)間: 2025-3-28 18:30
Introduction Lee, 1979), but digital games in particular are now acknowledged as having great potential to engage learners and to encourage interaction in the target language. Immersive environments offer learners opportunities for situated learning, and the adaptive qualities of most games ensure that individu作者: Conduit 時(shí)間: 2025-3-28 19:33 作者: 未成熟 時(shí)間: 2025-3-29 01:01
Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Researc now played in most of the world’s major languages. Once confined to the physical boundaries of an arcade, single PC, or television console, games have boomed with the expansion of broadband Internet, in the form of massively multiplayer online games (MMOGs) and, most recently, casual social network作者: commodity 時(shí)間: 2025-3-29 06:12
Behaviorism, Constructivism, and Communities of Practice: How Pedagogic Theories Help Us Understand titioners and policy makers (Charles, Bustard, & Black, 2009; Fredricks, Blumenfeld, & Paris, 2004). One solution may be to capitalize on the interest and energy with which the current generation — controversially referred to as ‘digital natives’ (Prensky, 2001) — engages with new social media (Jenk作者: auxiliary 時(shí)間: 2025-3-29 08:38
Language Learner Interaction in a Massively Multiplayer Online Role-Playing Games with the potential to facilitate learning, as it is claimed that they provide opportunities to engage in types of interaction hypothesized as beneficial in second language acquisition (SLA) research. This chapter first provides an examination of the key features of these games. The discussion then作者: GREEN 時(shí)間: 2025-3-29 13:19
Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectiv discussion forums and walkthroughs on gaming strategies, indicate that digital gaming is thriving. A recent survey shows that 67 per cent of US households play digital games, and about half of these gamers are between 18 and 49 years old (Entertainment Software Association, 2010). Playing digital g作者: 充滿裝飾 時(shí)間: 2025-3-29 17:21 作者: dowagers-hump 時(shí)間: 2025-3-29 22:51
Sprites and Rules: What ERPs and Procedural Memory Can Tell Us about Video Games and Language Learni that video games can tie together these two uses of procedural memory in order to maximize the chances of success in language learning. To support this argument I review research in the event-related potential (ERP) literature showing that, under controlled experimental conditions, computer games h作者: Adjourn 時(shí)間: 2025-3-30 00:52
Talk to Me! Games and Students’ Willingness to Communicate to students and to benefit the development of social skills, such as collaboration, and metacognitive skill, such as planning and organization. An important potential benefit is also that games encourage the use of the target language in a non-threatening environment. Willingness to communicate has