Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1971
Release: 2021-11-26
Genre: Education
ISBN: 1668437112


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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.

Vocabulary Acquisition

Vocabulary Acquisition
Author: Paul Nation
Publisher:
Total Pages: 139
Release: 1989
Genre: Communication, International
ISBN: 9789062568451


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Extramural English in Teaching and Learning

Extramural English in Teaching and Learning
Author: Pia Sundqvist
Publisher: Springer
Total Pages: 305
Release: 2016-11-09
Genre: Language Arts & Disciplines
ISBN: 1137460482


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This book is unique in bringing together theory, research, and practice about English encountered outside the classroom – extramural English – and how it affects teaching and learning. The book investigates ways in which learners successfully develop their language skills through extramural English and provides tools for teachers to make use of free time activities in primary and secondary education. The authors demonstrate that learning from involvement in extramural English activities tends to be incidental and is currently underutilized in classroom work. A distinctive strength is that this volume is grounded in theory, builds on results from empirical studies, and manages to link theory and research with practice in a reader-friendly way. Teacher-educators, teachers and researchers of English as a foreign language and teachers of English as a second language across the globe will find this book useful in developing their use of extramural English activities as tools for language learning.

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: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420


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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.

Using games in teaching vocabulary to teenagers. Impact on students’ motivation and behaviour

Using games in teaching vocabulary to teenagers. Impact on students’ motivation and behaviour
Author: Anika Grudziak
Publisher: GRIN Verlag
Total Pages: 49
Release: 2023-02-09
Genre: Foreign Language Study
ISBN: 3346809781


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Swiss Diploma Thesis from the year 2021 in the subject Didactics for the subject English - Grammar, Style, Working Technique, grade: 1, Nauczycielskie Kolegium Języków Obcych at Chrzanowie, language: English, abstract: This diploma paper aims at examining the usefulness of games into classroom and their impact on students’ motivation and behaviour. The first chapter presents an overall description of vocabulary and to its function in EFL classroom. Additionally, it explains what aspects learners should know in order to possess complete knowledge of an item. The treatment of the process of remembering and presenting vocabulary items is also presented. The second chapter gives an overview of teenagers, their developmental changes and the influence they have on a teaching and learning process. Moreover, this part of the diploma paper discusses difficulties when teaching teenagers and the strong impact that technology has on students. The third chapter discusses the educational value of games in a foreign language teaching. It also presents game’s definition and the criteria of selecting games. Additionally, the chapter discusses the drawbacks of using games in EFL classroom. The last chapter is the practical part of this project and it describes the action research carried out in a junior high school in Września. This chapter presents lesson plans and description of the proceedings of the lessons. The study intended to find out whether games are a useful tool for vocabulary revision and how they influence students motivation and behaviour.

UPRT 2019

UPRT 2019
Author: Adrienn Fekete
Publisher: Lingua Franca Csoport
Total Pages: 351
Release: 2021-03-23
Genre: Language Arts & Disciplines
ISBN: 963429491X


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A collection of papers presented at UPRT 2019 at the University of Pécs, Hungary

Resources in Education

Resources in Education
Author:
Publisher:
Total Pages: 756
Release: 2001
Genre: Education
ISBN:


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DIY PD

DIY PD
Author: Katie Toppel
Publisher: SEIDLITZ EDUCATION, LLC
Total Pages: 120
Release: 2021-06-01
Genre: Education
ISBN: 1732194890


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In our ever-changing world, it is more important now than ever to feel connected as a global community of educators working with students who are culturally and linguistically diverse. DIY PD: A Guide to Self-Directed Learning for Educators of Multilingual Learners will offer new teachers and veteran edubloggers alike a comprehensive array of interpretive, expressive, and interactive activities to support us on our paths and challenge our thinking as we grow together to meet our students’ needs in today’s changing education landscape. This guide is for educators who are seeking innovative ways to chart their own courses for professional learning.

Introducing Second Language Acquisition

Introducing Second Language Acquisition
Author: Muriel Saville-Troike
Publisher: Cambridge University Press
Total Pages: 229
Release: 2012-04-05
Genre: Foreign Language Study
ISBN: 1107010896


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A clear and practical introduction to second language acquisition, written for students encountering the topic for the first time.