Learn the Language of Video Games

Learn the Language of Video Games
Author :
Publisher : Enslow Publishing, LLC
Total Pages : 34
Release :
ISBN-10 : 9781978524941
ISBN-13 : 1978524943
Rating : 4/5 (41 Downloads)

Synopsis Learn the Language of Video Games by : William Anthony

The video game industry isn’t slowing down. It’s only finding new ways and platforms from which to engage users. Even the youngest elementary students now often have experience with some kinds of video games! Nonetheless, the vocabulary used to talk about video games can seem foreign and extensive. Readers are introduced to the essential terms gamers use in this helpful book. Definitions are written at-level for young readers and word games throughout the book aid in comprehension and memory.

Computer Games and Language Learning

Computer Games and Language Learning
Author :
Publisher : Springer
Total Pages : 256
Release :
ISBN-10 : 9781137005175
ISBN-13 : 1137005173
Rating : 4/5 (75 Downloads)

Synopsis Computer Games and Language Learning by : M. Peterson

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.

The Language of Gaming

The Language of Gaming
Author :
Publisher : Bloomsbury Publishing
Total Pages : 219
Release :
ISBN-10 : 9780230357082
ISBN-13 : 0230357083
Rating : 4/5 (82 Downloads)

Synopsis The Language of Gaming by : Astrid Ensslin

This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author :
Publisher : Macmillan
Total Pages : 233
Release :
ISBN-10 : 9781466886421
ISBN-13 : 1466886420
Rating : 4/5 (21 Downloads)

Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Good Video Games + Good Learning

Good Video Games + Good Learning
Author :
Publisher : New Literacies and Digital Epistemologies
Total Pages : 0
Release :
ISBN-10 : 1433123932
ISBN-13 : 9781433123931
Rating : 4/5 (32 Downloads)

Synopsis Good Video Games + Good Learning by : James Paul Gee

The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.

Good Video Games + Good Learning

Good Video Games + Good Learning
Author :
Publisher : Peter Lang
Total Pages : 212
Release :
ISBN-10 : 0820497037
ISBN-13 : 9780820497037
Rating : 4/5 (37 Downloads)

Synopsis Good Video Games + Good Learning by : James Paul Gee

Textbook

Computer-Assisted Language Learning: Concepts, Methodologies, Tools, and Applications

Computer-Assisted Language Learning: Concepts, Methodologies, Tools, and Applications
Author :
Publisher : IGI Global
Total Pages : 2231
Release :
ISBN-10 : 9781522576648
ISBN-13 : 1522576649
Rating : 4/5 (48 Downloads)

Synopsis Computer-Assisted Language Learning: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

In a diverse society, the ability to cross communication barriers is critical to the success of any individual personally, professionally, and academically. With the constant acceleration of course programs and technology, educators are continually being challenged to develop and implement creative methods for engaging English-speaking and non-English-speaking learners. Computer-Assisted Language Learning: Concepts, Methodologies, Tools, and Applications is a vital reference source that examines the relationship between language education and technology and the potential for curriculum enhancements through the use of mobile technologies, flipped instruction, and language-learning software. This multi-volume book is geared toward educators, researchers, academics, linguists, and upper-level students seeking relevant research on the improvement of language education through the use of technology.

Bridging Literacies with Videogames

Bridging Literacies with Videogames
Author :
Publisher : Springer
Total Pages : 227
Release :
ISBN-10 : 9789462096684
ISBN-13 : 9462096686
Rating : 4/5 (84 Downloads)

Synopsis Bridging Literacies with Videogames by : Hannah R. Gerber

Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Digital Games and Language Learning

Digital Games and Language Learning
Author :
Publisher : Bloomsbury Publishing
Total Pages : 253
Release :
ISBN-10 : 9781350133020
ISBN-13 : 1350133027
Rating : 4/5 (20 Downloads)

Synopsis Digital Games and Language Learning by : Mark Peterson

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. 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). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Play to Learn

Play to Learn
Author :
Publisher :
Total Pages : 276
Release :
ISBN-10 : 1636766366
ISBN-13 : 9781636766362
Rating : 4/5 (66 Downloads)

Synopsis Play to Learn by : Tianshi Hao

Play to Learn: How to Use Video Games to Learn a New Language is a comprehensive examination of how the integration of video games into language learning can greatly increase long-term new language acquisition. It explores the benefits, applications, and concerns surrounding video games and their place in our modern classrooms. In addition, Play to Learn cites research on how students can learn a new language when an educator is present or absent, supplemented with personal stories and real gameplay examples. In this book, you'll learn about Language learning theories plus personal gameplay goals and experiences Research on language learning using video games in both individual and classroom settings Detailed and verified steps to guide you to learn a new language using video games as a tool Used as a resource and guidebook, Play to Learn will guide you step-by-step on how to set language learning goals, select proper games, and offers a timeline and assessment scale to measure your progress. Through expert opinions and an investigation of how video games can positively influence traditional classroom learning, this book helps diminish much of the negativity surrounding the use of video games to learn in our modern world.