1 option
Digital Gaming in the Language Classroom : Designing Effective Curricula.
- Format:
- Book
- Author/Creator:
- Wrobetz, Kevin R., author.
- Series:
- Advances in digital language learning and teaching.
- Advances in digital language learning and teaching
- Language:
- English
- Subjects (All):
- Gamification.
- Language and languages--Computer-assisted instruction.
- Language and languages.
- Video games in education.
- Physical Description:
- 1 online resource (241 pages)
- Edition:
- 1st edition.
- Place of Publication:
- London : Bloomsbury Academic, 2025.
- Summary:
- Examines how single-player role-playing digital games may promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms to achieve desirable pedagogical outcomes.
- Contents:
- List of Figures
- List of Tables
- List of Terminology
- 1. Introduction to Using Digital Games in Education
- 2. Game and Platform Selection for the Foreign Language Classroom
- 3. Life Is Strange as a Language Learning Tool
- 4. Life Is Strange as an Instructional Medium
- 5. Effects of the Life Is Strange Curriculum
- 6. Considerations of the Life Is Strange Curriculum
- References
- Appendices.
- Notes:
- Includes bibliographical references.
- ISBN:
- 1-350-41596-0
- 1-350-41595-2
- 9781350415959
- OCLC:
- 1553137310
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.