Computer games in the EFL classroom /:
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 b...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hamburg, Germany :
Anchor Academic Publishing,
2014.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | 1 online resource (123 pages) : illustrations, tables |
Bibliographie: | Includes bibliographical references. |
ISBN: | 9783954895687 3954895684 |
Internformat
MARC
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245 | 1 | 0 | |a Computer games in the EFL classroom / |c Marie Schneider. |
264 | 1 | |a Hamburg, Germany : |b Anchor Academic Publishing, |c 2014. | |
264 | 4 | |c ©2014 | |
300 | |a 1 online resource (123 pages) : |b illustrations, tables | ||
336 | |a text |b txt |2 rdacontent | ||
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504 | |a Includes bibliographical references. | ||
588 | 0 | |a Online resource; title from PDF title page (ebrary, viewed April 19, 2014). | |
505 | 0 | |a 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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 | |
520 | |a 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. | ||
650 | 0 | |a Video games |v Juvenile literature. | |
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650 | 6 | |a Micro-ordinateurs |x Programmation. | |
650 | 7 | |a GAMES |x Board. |2 bisacsh | |
650 | 7 | |a Computer games |2 fast | |
650 | 7 | |a Microcomputers |x Programming |2 fast | |
655 | 7 | |a Juvenile works |2 fast | |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author | Schneider, Marie |
author_facet | Schneider, Marie |
author_role | aut |
author_sort | Schneider, Marie |
author_variant | m s ms |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.2 .S3 2014eb |
callnumber-search | GV1469.2 .S3 2014eb |
callnumber-sort | GV 41469.2 S3 42014EB |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
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 |
ctrlnum | (OCoLC)878148889 |
dewey-full | 794.82 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.82 |
dewey-search | 794.82 |
dewey-sort | 3794.82 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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genre | Juvenile works fast |
genre_facet | Juvenile works |
id | ZDB-4-EBA-ocn878148889 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:57Z |
institution | BVB |
isbn | 9783954895687 3954895684 |
language | English |
oclc_num | 878148889 |
open_access_boolean | |
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physical | 1 online resource (123 pages) : illustrations, tables |
psigel | ZDB-4-EBA |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Anchor Academic Publishing, |
record_format | marc |
spelling | Schneider, Marie, author. Computer games in the EFL classroom / Marie Schneider. Hamburg, Germany : Anchor Academic Publishing, 2014. ©2014 1 online resource (123 pages) : illustrations, tables text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references. Online resource; title from PDF title page (ebrary, viewed April 19, 2014). 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 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. Video games Juvenile literature. Microcomputers Programming. http://id.loc.gov/authorities/subjects/sh85084809 Micro-ordinateurs Programmation. GAMES Board. bisacsh Computer games fast Microcomputers Programming fast Juvenile works fast has work: Computer Games in the EFL Classroom (Text) https://id.oclc.org/worldcat/entity/E39PCYkWg6qQDDmyQ6fHYwdk7w https://id.oclc.org/worldcat/ontology/hasWork Print version: Schneider, Marie. Computer games in the EFL classroom. Hamburg, Germany : Anchor Academic Publishing, ©2014 116 pages 9783954890682 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=773004 Volltext |
spellingShingle | Schneider, Marie Computer games in the EFL classroom / 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 Video games Juvenile literature. Microcomputers Programming. http://id.loc.gov/authorities/subjects/sh85084809 Micro-ordinateurs Programmation. GAMES Board. bisacsh Computer games fast Microcomputers Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85084809 |
title | Computer games in the EFL classroom / |
title_auth | Computer games in the EFL classroom / |
title_exact_search | Computer games in the EFL classroom / |
title_full | Computer games in the EFL classroom / Marie Schneider. |
title_fullStr | Computer games in the EFL classroom / Marie Schneider. |
title_full_unstemmed | Computer games in the EFL classroom / Marie Schneider. |
title_short | Computer games in the EFL classroom / |
title_sort | computer games in the efl classroom |
topic | Video games Juvenile literature. Microcomputers Programming. http://id.loc.gov/authorities/subjects/sh85084809 Micro-ordinateurs Programmation. GAMES Board. bisacsh Computer games fast Microcomputers Programming fast |
topic_facet | Video games Juvenile literature. Microcomputers Programming. Micro-ordinateurs Programmation. GAMES Board. Computer games Microcomputers Programming Juvenile works |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=773004 |
work_keys_str_mv | AT schneidermarie computergamesintheeflclassroom |