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  1. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL).

  2. 6 kwi 2021 · PDF | On Apr 6, 2021, Mark Peterson and others published Digital Games and Language Learning: Theory, Development and Implementation | Find, read and cite all the research you need on...

  3. However, empirical research on games and language learning is still relatively scarce. In this paper, we explore the existing evidence on how digital games can and have been used in language learning, with particular focus on studies that originate from outside the United States.

  4. 30 gru 2013 · This paper probes into the hyphen between language pedagogy and educational technology and centers on weaving multi-genres computer games in language teaching and learning contexts.

  5. A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.

  6. As digital gaming has increased in popularity and become a global practice, computer-assisted language learning (CALL) researchers and second and foreign language (L2) educators have begun reconsidering games as potential L2 teaching and learning (L2TL) resources.

  7. 27 sie 2022 · This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL).

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