Computer games in the EFL classroom /
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 b...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Hamburg, Germany :
Anchor Academic Publishing,
2014.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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
- 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
- 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