Developing video game literacy in the EFL classroom: a qualitative analysis of 10th grade classroom game discourse

Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers probl...

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Bibliographische Detailangaben
1. Verfasser: Jones, Roger Dale (VerfasserIn)
Format: Elektronisch E-Book
Sprache:English
Veröffentlicht: Tübingen Narr Francke Attempto [2018]
Schriftenreihe:Giessener Beiträge zur Fremdsprachendidaktik
Schlagworte:
Online-Zugang:DE-12
DE-1102
DE-188
DE-20
DE-739
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Volltext
Zusammenfassung:Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research
Beschreibung:Literaturverzeichnis: Seite 328-347
Beschreibung:1 Online-Ressource (361 Seiten) Illustrationen, Diagramme
ISBN:9783823392484

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