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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage;
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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage;
Vergelijkbare producten zoals Digital Games in Language Learning and Teaching
. In Language at Play: Digital Games in Second and Foreign Language Teaching and Learning, Sykes and Reinhart combine research from a variety;
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language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by;
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
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technological advancements. New Technological Applications for Foreign and Second Language Learning and Teaching is a scholarly publication that;
Vergelijkbare producten zoals New Technological Applications for Foreign and Second Language Learning and Teaching
technological advancements. New Technological Applications for Foreign and Second Language Learning and Teaching is a scholarly publication that;
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language use in chat rooms, computer games, digital stories, ebook apps, online texts and telecollaboration/virtual exchange via interactive;
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language use in chat rooms, computer games, digital stories, ebook apps, online texts and telecollaboration/virtual exchange via interactive;
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Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;
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Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;
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Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement;
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Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement;
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Digital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise;
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research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;
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In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today's;
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In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today's;
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of the current digital storytelling tools that are apt for learningteaching different language skills at K-12, college, and university contexts;
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Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and;
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Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and;
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highlights cutting-edge research in the use of digital learning technologies in language classrooms and in online learning. Providing an overview;
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highlights cutting-edge research in the use of digital learning technologies in language classrooms and in online learning. Providing an overview;
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Designed to make language learning enjoyable and effective, this book includes games for all age groups and language levels. Each chapter;
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looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and;
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This book uncovers the important issues in language learning and teaching in the intelligent, digital era. Social connectivity is a;
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Digital Games and Learning is een boek van Tsung-Yen Chuang;
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