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· 분류 : 외국도서 > 언어학 > 일반
· ISBN : 9781350133006
· 쪽수 : 300쪽
· 출판일 : 2021-04-22
목차
Foreword, James Gee 1. Introduction, Mark Peterson (Kyoto University Japan), Kasumi Yamazaki (University of Toledo, USA) and Michael Thomas (University of Central Lancashire, UK) Part I: Theory 2. Toward a Comprehensive Model of Second Language Development in the Context of MMORPGs, Nasser Jabbari (University of Winchester, UK) 3. A Rationale for the Use of Digital Games in Second and Foreign Language Education, Mark Peterson (Kyoto University Japan 4. "Leveling Up" the What, the How and the Why of Language and Literacy Teaching with Games, Jonathan deHaan (University of Shizuoka, Japan) Part II: Development 5. Design Principles Used to Construct an Idioms Computer Game, Amanda Muller (Flinders University, Australia) 6. Language Learning Games and Health, Michael Thomas (University of Central Lancashire, UK) 7. Language Learning Games and their Impact, Hayo Reinders (Unitech Institute of Technology, New Zealand) Part III: Implementation 8. Digital Games and their Effect on the Acquisition of 21st Century Skills in the Classroom, Daniel Mills (Ritsumeikan University, Japan) and Benjamin Thanyawatpokin (Himeji Dokkyo University, Japan) 9. Gaming in an Extramural Context, Liss Kersten Sylven (University of Gothenburg, Sweden) 10. The Application of Gaming at an Elementary School, Jeremy White (Ritsumeikan University, Japan) 11. Gaming in 3D Immersive Worlds with Project-based Learning, Michael Thomas (University of Central Lancashire, UK) and Silvia Benini (University of Central Lancashire, UK) 12. Conclusion and Future Perspectives, Mark Peterson (Kyoto University Japan), Kasumi Yamazaki (University of Toledo, USA) and Michael Thomas (University of Central Lancashire, UK) Index