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|a 902651781
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|a 9783954895687
|q (electronic bk.)
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|a 3954895684
|q (electronic bk.)
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|z 9783954890682
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|z 3954890682
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|a (OCoLC)878148889
|z (OCoLC)902651781
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|b .S3 2014eb
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|a 794.82
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|a UAMI
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|a Schneider, Marie,
|e author.
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|a Computer games in the EFL classroom /
|c Marie Schneider.
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|a Hamburg, Germany :
|b Anchor Academic Publishing,
|c 2014.
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|c ©2014
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|a 1 online resource (123 pages) :
|b illustrations, tables
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references.
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|a Online resource; title from PDF title page (ebrary, viewed April 19, 2014).
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|a Computer Games in the EFL Classroom; Contents; 1 MAIN MENU -- An Introduction; 2 NEW GAME -- Digital Game Based Learning; 3 TUTORIAL -- Digital Games; 3.1 Definition; 3.2 Taxonomy of Games; 3.3 Why Do People Play? -- The Fascinating World of Games; 4 LOAD -- Game Studies; 4.1 What are Game Studies?; 4.2 Ludology vs. Narratology; 4.3 Narrative & Interactivity; 4.4 Cyberdrama & Cinematography; 4.5 The Secret Curriculum; 5 OPTIONS -- Scratching the Surface: Psychological Studies; 5.1 Transfer & "Framing Competence"; 5.2 Violence; 6 RESUME GAME -- Didactic Studies
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|a 6.1 The Youth of Today: Digital Natives6.2 How Do People Learn? Learning Theories and Environment; 6.3 A Bad Start; 6.4 Legitimation; 6.5 Potential; 7 SAVE GAME -- The Real Deal: Digital Games in School; 7.1 The Spoke in the Wheel: Obstacles; 7.2 And Still: Examples for successful uses of COTS games in the classroom; 7.2.1 DGBL projects; 7.2.2 Teaching material; 7.3 Choosing a Game; 7.4 Implementing a Game; 7.4.1 Games as Learning Systems; 7.4.2 Strategies for Teachers; 7.4.3 Types of Projects; 7.4.4 Planning a Project; 7.4.5 DGBL Activities in the EFL Classroom
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|a 7.5 Assessing Digital Game Based Learning7.6 In Session; 7.6.1 Draft in Progress; 7.6.2 Games in the EFL Classroom; 8 QUIT -- A Summary; CREDITS -- References; Appendix A; Appendix B; Appendix C; Appendix D; Appendix E; List of Figures
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|a Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientat.
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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|a Computer games
|v Juvenile literature.
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|a Microcomputers
|x Programming.
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|a Micro-ordinateurs
|x Programmation.
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|a GAMES
|x Board.
|2 bisacsh
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|a Computer games
|2 fast
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|a Microcomputers
|x Programming
|2 fast
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|a Juvenile works
|2 fast
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|i Print version:
|a Schneider, Marie.
|t Computer games in the EFL classroom.
|d Hamburg, Germany : Anchor Academic Publishing, ©2014
|h 116 pages
|z 9783954890682
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856 |
4 |
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|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=773004
|z Texto completo
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938 |
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|a Askews and Holts Library Services
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|a ebrary
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|a EBSCOhost
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|a YBP Library Services
|b YANK
|n 11684769
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