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Titlebook: Digital Games in Language Learning and Teaching; Hayo Reinders (Head of Learner Development) Book 2012 Palgrave Macmillan, a division of M

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發(fā)表于 2025-3-21 18:49:02 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Digital Games in Language Learning and Teaching
編輯Hayo Reinders (Head of Learner Development)
視頻videohttp://file.papertrans.cn/280/279347/279347.mp4
叢書名稱New Language Learning and Teaching Environments
圖書封面Titlebook: Digital Games in Language Learning and Teaching;  Hayo Reinders (Head of Learner Development) Book 2012 Palgrave Macmillan, a division of M
描述This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.
出版日期Book 2012
關(guān)鍵詞English; Language Learning; learning; Locat; second language
版次1
doihttps://doi.org/10.1057/9781137005267
isbn_softcover978-1-137-02283-7
isbn_ebook978-1-137-00526-7Series ISSN 2946-2932 Series E-ISSN 2946-2940
issn_series 2946-2932
copyrightPalgrave Macmillan, a division of Macmillan Publishers Limited 2012
The information of publication is updating

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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).
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發(fā)表于 2025-3-22 07:22:09 | 只看該作者
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
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發(fā)表于 2025-3-22 10:52:18 | 只看該作者
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.
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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
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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
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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).
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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
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發(fā)表于 2025-3-23 06:45:01 | 只看該作者
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.
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