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Current trends on digital technologies and gaming for teaching and linguistics / Inmaculada Clotilde Santos Díaz, Milagros Torrado Cespón, José María Díaz Lage, Sidoní López Pérez (eds).
- Format:
- Book
- Language:
- English
- Subjects (All):
- Simulation games in education--Technological innovations.
- Simulation games in education.
- Linguistics--Simulation games.
- Linguistics.
- Physical Description:
- 1 online resource
- Place of Publication:
- Berlin : Peter Lang Edition, [2023]
- Contents:
- Cover
- HalfTitle
- Title Page
- Copyright Page
- Contents
- Introduction
- Chapter I Memes and gender stereotypes. A study on social networking practices among adolescents in Mexico and Spain
- I. Introduction
- 1.1. Social practices and gender identity
- 1.2. Memes
- II. Methodology
- III. Results
- IV. Discussion and conclusions
- Chapter II Using a bilingual concordancer to promote metalinguistic reflection in the learning of an additional language: The case of B1 learners of Catalan
- II. Theoretical framework
- III. Methodology
- 3.1. The bilingual concordancer
- 3.2. The OpenSubtitles corpus
- 3.3. Classroom experiment
- 3.4. Instruments
- IV. Analysis
- V. Final reflections
- Acknowledgments
- Chapter III Improving virtual presence in higher education hybrid learning digital environments
- I. Distance learning
- II. Technology to support learning from a distance
- 2.1. Learning management systems
- 2.2. Videoconferencing tools
- 2.3. Collaboration tools
- 2.4. Virtual and remote labs
- 2.5. Assessment and feedback tools
- III. New technologies to support learning from a distance
- 3.1. Virtual and augmented reality
- 3.2. Virtual worlds and avatars
- IV. Issues
- V. Conclusions
- Acknowledgement
- Chapter IV Learning ecologies and digital literacy: Opportunities and challenges
- II. Method
- 2.1. Participants
- 2.2. Instrument
- 2.3. Procedure
- 2.4. Data analysis
- III. Result
- 3.1. Preliminary results
- 3.2. Overall competency level for area 1: Information and data literacy
- 3.2.1. Dimension 1: Browsing, searching and filtering data, information and digital content
- 3.2.2. Dimension 2: Evaluating data, information and digital content
- 3.2.3. Dimension 3: Managing and retrieval of data, information and digital content
- Chapter V Teaching and learning English phonetics/pronunciation in digital and other learning environments: Challenges and perceptions of Spanish instructors and students
- I. Introduction and theoretical framework
- III. Results and discussion
- 3.1. Students' answers
- 3.2. Teachers' answers
- IV. Conclusions
- Chapter VI Using a serious game for English phonetics and pronunciation training: Foundations and dynamics
- I. Introduction
- II. DESIGN OF e-SoundWay (0.0)
- 2.1. Linguistic foundations
- 2.2. Geographic and socio-cultural context
- 2.3. Technical architecture
- III. e-SoundWay (0.0): Examples of use
- IV. Conclusion
- Chapter VII Evaluation of the CleverCookie tool for learning and teaching English as a foreign language
- II. Error analysis solutions for online environments
- 2.1. CleverCookie as a result of error analysis
- 2.2. Linguistic competence in online teaching
- III. Methodology
- 3.1. Research model and procedure
- Notes:
- 3.2. Research context and sample
- Electronic reproduction. Ann Arbor, MI Available via World Wide Web.
- Description based on online resource; title from digital title page (viewed on September 18, 2023).
- Local Notes:
- Acquired for the Penn Libraries with assistance from the James Hosmer Penniman Book Fund.
- Other Format:
- Print version: Santos Díaz, Inmaculada Clotilde Current Trends on Digital Technologies and Gaming for Teaching and Linguistics
- ISBN:
- 9783631904312
- 3631904312
- Publisher Number:
- 99995718942
- Access Restriction:
- Restricted for use by site license.
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