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Computer Games in the EFL Classroom

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Commercial computer games significantly impact young people's lives, with 62% of German teenagers playing weekly. This trend has prompted researchers, educators, and school leaders to explore how games can engage students and enhance learning in the classroom. Studies indicate that computer games can improve cognitive skills, including concentration, stamina, tactical thinking, anticipatory reasoning, spatial orientation, and deductive reasoning. Consequently, several research projects have investigated digital game-based learning (DGBL) from both theoretical and empirical perspectives. This study examines DGBL in the EFL classroom through three angles: first, it analyzes the design principles of games and game worlds; second, it discusses the psychological effects of games on players; and third, it focuses on the didactic potential of computer games. The author outlines methods for integrating games into teaching units and highlights the skills and competencies that can be developed through digital games. Additionally, the study identifies challenges and issues that educators may face when planning to incorporate digital games into their lessons.

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Computer Games in the EFL Classroom, Marie Schneider

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Jaar van publicatie
2013
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