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Book Cover
E-book
Author Schneider, Marie, author

Title Computer games in the EFL classroom / Marie Schneider
Published Hamburg, Germany : Anchor Academic Publishing, 2014
©2014

Copies

Description 1 online resource (123 pages) : illustrations, tables
Contents Computer Games in the EFL Classroom; Contents; 1 MAIN MENU -- An Introduction; 2 NEW GAME -- Digital Game Based Learning; 3 TUTORIAL -- Digital Games; 3.1 Definition; 3.2 Taxonomy of Games; 3.3 Why Do People Play? -- The Fascinating World of Games; 4 LOAD -- Game Studies; 4.1 What are Game Studies?; 4.2 Ludology vs. Narratology; 4.3 Narrative & Interactivity; 4.4 Cyberdrama & Cinematography; 4.5 The Secret Curriculum; 5 OPTIONS -- Scratching the Surface: Psychological Studies; 5.1 Transfer & "Framing Competence"; 5.2 Violence; 6 RESUME GAME -- Didactic Studies
6.1 The Youth of Today: Digital Natives6.2 How Do People Learn? Learning Theories and Environment; 6.3 A Bad Start; 6.4 Legitimation; 6.5 Potential; 7 SAVE GAME -- The Real Deal: Digital Games in School; 7.1 The Spoke in the Wheel: Obstacles; 7.2 And Still: Examples for successful uses of COTS games in the classroom; 7.2.1 DGBL projects; 7.2.2 Teaching material; 7.3 Choosing a Game; 7.4 Implementing a Game; 7.4.1 Games as Learning Systems; 7.4.2 Strategies for Teachers; 7.4.3 Types of Projects; 7.4.4 Planning a Project; 7.4.5 DGBL Activities in the EFL Classroom
7.5 Assessing Digital Game Based Learning7.6 In Session; 7.6.1 Draft in Progress; 7.6.2 Games in the EFL Classroom; 8 QUIT -- A Summary; CREDITS -- References; Appendix A; Appendix B; Appendix C; Appendix D; Appendix E; List of Figures
Summary Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientat
Bibliography Includes bibliographical references
Notes Online resource; title from PDF title page (ebrary, viewed April 19, 2014)
Subject Video games -- Juvenile literature
Microcomputers -- Programming.
GAMES -- Board.
Computer games
Microcomputers -- Programming
Genre/Form Juvenile works
Form Electronic book
ISBN 9783954895687
3954895684