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Digital Gaming in the Language Classroom : Designing Effective Curricula.

Bloomsbury Collections: Education 2026 Available online

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Format:
Book
Author/Creator:
Wrobetz, Kevin R., author.
Contributor:
Bloomsbury (Firm), publisher.
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

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