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Games and much more for the modern languages and translation class : current researches / Alexandra Santamaría Urbieta and Elena Alcalde Peñalver.

Brill Educational Research E-Books Online, Collection 2024 Available online

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Format:
Book
Author/Creator:
Santamaría Urbieta, Alexandra, 1985- author.
Alcalde Peñalver, Elena, author.
Series:
Gaming ecologies and pedagogies series ; Volume 6.
Gaming Ecologies and Pedagogies Series ; Volume 6
Language:
English
Subjects (All):
Games in language education.
Languages, Modern--Study and teaching.
Languages, Modern.
Translating and interpreting--Study and teaching.
Translating and interpreting.
Physical Description:
1 online resource (265 pages)
Edition:
First edition.
Place of Publication:
Leiden, The Netherlands : Brill, [2024]
Language Note:
English
Summary:
Dive into the future of language education with our guide, blending innovation with practical application. Unlock the power of gamification, digital storytelling, and AI to make learning more engaging and effective. Transform classes into dynamic, interactive experiences that captivate students. Master classroom response systems and utilize social networks to enhance educational outcomes. This book is a must-have for educators seeking to revolutionize their teaching methods and bring languages to life. Get ready to elevate your teaching strategies and inspire your students. Embrace the change and lead the way in modern language education.
Contents:
Intro
Contents
Foreword
Preface
Acknowledgments
Figures and Tables
Figures
Tables
Part 1: Escape Games for the Modern Languages and Translation Class…
1. Theoretical Framework
1 Teaching Translation and Modern Languages Nowadays
2 The Use of Active Methodologies in the Translation and Modern Languages Classroom: First Steps towards Gamification
3 Game-Based Learning: What It Is and What It Entails
4 Features of Gamification
5 Advantages of Including Gamification in Teaching Plans
6 Acquisition and Use of Skills for Problem-Solving
7 Socialization and Cooperation
8 Increased Concentration
9 Personal Autonomy
10 Close Teacher-Student Relationship
11 Assimilation and Interconnection of Content
12 Participation
13 Development of Critical Thinking Skills
14 Development of Digital Literacy Skills
15 Motivation and Gamification: Bros or Foes?
16 Teachers' Motivation
17 Student Motivation
18 Challenges and Drawbacks of Including Gamification in Teaching Plans
19 Overemphasis on Competition
20 Damaged Self-Esteem
21 Challenge Implementation
22 Access Difficulties
23 Fatigue
24 Modern Languages, Translation and Gamification: What Has Been Done So Far?
25 Key Concepts
References
2. Escape Game Structure: A Proposal
1 Step 1: Features of the Narrative
1.1 Identify the Learning Objectives
1.2 Integrate Language and Translation Tasks
1.3 Develop the Plot
1.4 Develop Characters That are Engaging and Relatable
1.5 Present the Narrative in an Engaging Manner
2 Step 2: Missions or Challenges
2.1 Stick to Your Objectives and Do Not Deviate!
2.2 Levels of Difficulty
2.3 Scaffolding
2.4 Number of Missions or Challenges
2.5 Individual vs Collaborative
2.6 Organization and Sequencing: Being the Architect of Your Game.
2.7 Audiovisual Content
3 Step 3: Badges or Game Cards: Is There More to It Than Just a Grade?
3.1 Example 1: "The French Language Class"
3.2 Example 2: "The Spanish Translation Course"
4 Step 4: Set Up and the Role of the Game Master
5 Step 5: Assessment
5.1 Rubrics
5.2 Checklists
6 Key Concepts
Note
3. Do's, Don'ts and Implications for Practice
1 Do's
2 Don'ts
3 Escape Games: Implications for Practice
4 Key Concepts
4. Escape Game - Example 1: Escaping Finance
Subject
Content
Recommended Time for the Escape Game
1 Objectives
2 Competences Developed
3 Student Grouping Strategy
4 Previous Considerations
5 Presentation of the Narrative and Plot
6 Materials
7 Preparation of the Game
8 Game Sequence
9 Summary
10 Online Adaptation
11 Printable Item 1
World map
Notes
5. Escape Game - Example 2: Operation Punctuation Check
10 Face-to-Face Adaptation
Part 2: And Much More…
6. Digital Storytelling: A How-to Guide
1 How to Apply DST in the Classroom
1.1 Preproduction Phase
1.2 Production Phase
1.3 Postproduction Phase
1.4 Postdistribution Phase
2 Checklist for Students When Preparing Their DST Assignment
3 Assessment
7. Classroom or Immediate Response Systems: Interaction Tools
1 Pear Deck
2 An Example of the Use of the Tool Pear Deck in the Modern: Languages Classroom
3 An Example of the Use of the Tool Pear Deck in the Translation Classroom
4 Nearpod.
5 An Example of the Use of the Tool Nearpod in a Spanish Classroom
6 Wooclap
7 An Example of the Use of the Tool Wooclap in a Translation Course
8 Overview of Tools
9 Key Concepts
8. Social Networks: A Possibility for the Classroom
1 Practical Examples and Tools
2 Key Concepts
9. The Virtual Scenario: A New Teaching &amp
Learning Reality
1 The Virtual Scenario in the Translation Class: A World of Possibilities
2 What Do Students Think about Online Translation Learning?
3 What Do Teachers Think about Online Translation Teaching?
4 The Virtual Scenario in the Modern Languages Class: Endless Opportunities for Learning
5 Working Collaboratively Online: Advantages &amp
Disadvantages
10. The Role of AI in Modern Languages &amp
TranslationDegrees
1 Understanding AI in Language Learning and Translation
2 AI Tools for Language Learning, Translation &amp
Localization
3 Ethical Considerations in AI Applications
4 AI's Impact on Language Professionals
5 Case Studies
6 Lesson Plan for Prompt 1
7 Academic Suggestions for Prompt 2
8 Lesson Plan for Prompt 3
9 Reviewer Suggestions for Prompt 4
10 Future Directions and Challenges
11 Key Concepts
11. Final Thoughts
Reference
Index.
Notes:
Description based on publisher supplied metadata and other sources.
Description based on print version record.
Includes bibliographical references and index.
Other Format:
Print version: Urbieta, Alexandra Santamaría Games and Much More for the Modern Languages and Translation Class
ISBN:
9789004704657
Publisher Number:
10.1163/9789004704657 DOI

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