Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom

Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom
Author :
Publisher : Cambridge Scholars Publishing
Total Pages : 212
Release :
ISBN-10 : 9781527594241
ISBN-13 : 1527594246
Rating : 4/5 (41 Downloads)

Synopsis Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom by : Annalisa Raffone

This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author :
Publisher : IGI Global
Total Pages : 1971
Release :
ISBN-10 : 9781668437117
ISBN-13 : 1668437112
Rating : 4/5 (17 Downloads)

Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Digital Pedagogies and the Transformation of Language Education

Digital Pedagogies and the Transformation of Language Education
Author :
Publisher : IGI Global
Total Pages : 343
Release :
ISBN-10 : 9781799867463
ISBN-13 : 1799867463
Rating : 4/5 (63 Downloads)

Synopsis Digital Pedagogies and the Transformation of Language Education by : Montebello, Matthew

Education has undergone numerous radical changes as the digital era has transformed the way we as humans communicate, inform ourselves, purchase goods, and perform other mundane chores at home and at work. Social media is one of those phenomena that has affected not only society at large but has heavily influenced educational processes around the world. The demand for and availability of networked educational services have also increased, enabling online education to gain popularity and become an internationally accessible option. Furthermore, universities and other private higher educational institutions embrace digital technology and have adopted the new learning medium as they realize the prospects of having the world’s population as a potential source of revenue. A related phenomenon has been the proliferation of massive open online courses (MOOCs). These have changed the ways in which learners interact with educational institutions, professors, and with each other. At the same time, the upsurge in digital education has raised issues with language as online learners from all over the world and from a plethora of cultures and foreign languages have found themselves challenged to take full advantage and optimally benefit from the same educational media and resources that English-speaking counterparts have tapped into. Digital Pedagogies and the Transformation of Language Education will answer questions of how to optimize language learning in such a defining new era and what the educational, sociological, and technological dimensions of radical change are. The book will explore the different challenges and the multitude of opportunities that new and transformative pedagogies have enabled. Beyond teaching/learning practices being presented, this book also focuses on how learners will adjust to the technology and the readiness of practitioners to psychologically adjust to the changing and demanding media technology has unleashed. The chapters provide international experiences and perspectives on the impact of e-educational technologies on student experience, success, learning, and comprehension in the realm of language learning specifically. This book is essential for educational technologists, online instructional designers, education policymakers and administrators, curriculum developers, practitioners, stakeholders, researchers, academicians, and students who are interested in digital language pedagogies.

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Cases on Digital Game-Based Learning: Methods, Models, and Strategies
Author :
Publisher : IGI Global
Total Pages : 626
Release :
ISBN-10 : 9781466628496
ISBN-13 : 1466628499
Rating : 4/5 (96 Downloads)

Synopsis Cases on Digital Game-Based Learning: Methods, Models, and Strategies by : Baek, Youngkyun

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

The Routledge Handbook of Korean as a Second Language

The Routledge Handbook of Korean as a Second Language
Author :
Publisher : Routledge
Total Pages : 759
Release :
ISBN-10 : 9781000551891
ISBN-13 : 100055189X
Rating : 4/5 (91 Downloads)

Synopsis The Routledge Handbook of Korean as a Second Language by : Andrew Sangpil Byon

The Routledge Handbook of Korean as a Second Language aims to define the field and to present the latest research in Korean as a second language (KSL). It comprises a detailed overview of the field of KSL teaching and learning, discusses its development, and captures critical cutting-edge research within its major subfields. As the first handbook of KSL published in English, this book will be of particular interest to advanced undergraduates, graduate students, language teachers, curriculum developers, and researchers in the fields of KSL and applied linguistics. While each chapter will be authored by internationally renowned scholars in its major subfields, the handbook aims to maintain accessibility so that it can also be of value to non-specialists.

Digital Game-Based Learning

Digital Game-Based Learning
Author :
Publisher : Paragon House
Total Pages : 464
Release :
ISBN-10 : 1557788634
ISBN-13 : 9781557788634
Rating : 4/5 (34 Downloads)

Synopsis Digital Game-Based Learning by : Marc Prensky

Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Author :
Publisher : IGI Global
Total Pages : 358
Release :
ISBN-10 : 9781615207145
ISBN-13 : 1615207147
Rating : 4/5 (45 Downloads)

Synopsis Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by : Baek, Young Kyun

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Self-Regulation and the Common Core

Self-Regulation and the Common Core
Author :
Publisher : Routledge
Total Pages : 311
Release :
ISBN-10 : 9781134688890
ISBN-13 : 113468889X
Rating : 4/5 (90 Downloads)

Synopsis Self-Regulation and the Common Core by : Marie C. White

The Common Core State Standards for English Language Arts created new challenges for teachers and pre-service instructors. Self-regulated learning, using one’s thoughts, feelings, and behaviors to reach goals, can help students become independent, self-directed learners. This book provides educators the support they need to apply the principles of self-regulated learning in their teaching for success with the Common Core. In this book, Marie C. White and Maria K. DiBenedetto present information on how to apply academic self-regulation by integrating two models: one which addresses how students develop self-regulatory competence, the other which focuses on the various processes within the three phases of self-regulated learning. In addition, Self-Regulation and the Common Core provides specific lesson plans for grades K-12, using the standards and the integrated framework to promote higher order thinking and problem-solving activities.

Information and Technology Literacy: Concepts, Methodologies, Tools, and Applications

Information and Technology Literacy: Concepts, Methodologies, Tools, and Applications
Author :
Publisher : IGI Global
Total Pages : 2389
Release :
ISBN-10 : 9781522534181
ISBN-13 : 1522534180
Rating : 4/5 (81 Downloads)

Synopsis Information and Technology Literacy: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

People currently live in a digital age in which technology is now a ubiquitous part of society. It has become imperative to develop and maintain a comprehensive understanding of emerging innovations and technologies. Information and Technology Literacy: Concepts, Methodologies, Tools, and Applications is an authoritative reference source for the latest scholarly research on techniques, trends, and opportunities within the areas of digital literacy. Highlighting a wide range of topics and concepts such as social media, professional development, and educational applications, this multi-volume book is ideally designed for academics, technology developers, researchers, students, practitioners, and professionals interested in the importance of understanding technological innovations.

Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy

Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy
Author :
Publisher : Research-publishing.net
Total Pages : 598
Release :
ISBN-10 : 9781908416285
ISBN-13 : 1908416289
Rating : 4/5 (85 Downloads)

Synopsis Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy by : Francesca Helm

The theme of the conference this year was Critical CALL, drawing inspiration from the work carried out in the broader field of Critical Applied Linguistics. The term ‘critical’ has many possible interpretations, and as Pennycook (2001) outlines, has many concerns. It was from these that we decided on the conference theme, in particular the notion that we should question the assumptions that lie at the basis of our praxis, ideas that have become ‘naturalized’ and are not called into question. Over 200 presentations were delivered in 68 different sessions, both in English and Italian, on topics related specifically to the theme and also more general CALL topics. 94 of these were submitted as extended papers and appear in this volume of proceedings.