Isbn: 9781350415928 - digital gaming in the language classroom: designing effective curricula (advances in digital language learning and teaching) (14 resultados)

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  • Idioma: Inglés

    Editorial: Bloomsbury Publishing (UK), 2026

    1350415928 / 9781350415928

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    Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK

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    EUR 124,44

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    HRD. Condición: New. New Book. Shipped from UK. Established seller since 2000.

  • Idioma: Inglés

    Editorial: Bloomsbury Publishing (UK), 2026

    1350415928 / 9781350415928

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    Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US

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    EUR 130,24

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    HRD. Condición: New. New Book. Shipped from UK. Established seller since 2000.

  • Idioma: Inglés

    Editorial: Bloomsbury Academic, 2026

    1350415928 / 9781350415928

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    EUR 128,86

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    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Bloomsbury Academic, 2026

    1350415928 / 9781350415928

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    Condición: Usado - Como Nuevo

    EUR 135,93

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    Cantidad disponible: Más de 20 disponibles

    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Bloomsbury Academic, 2026

    1350415928 / 9781350415928

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    Condición: Nuevo

    EUR 124,43

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    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Bloomsbury Academic, 2026

    1350415928 / 9781350415928

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    Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections

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    Condición: Nuevo

    EUR 134,90

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    Cantidad disponible: Más de 20 disponibles

    Condición: New. In English.

  • Idioma: Inglés

    Editorial: Bloomsbury Academic, 2026

    1350415928 / 9781350415928

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    Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.

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    Condición: Nuevo

    EUR 137,26

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    Condición: New.

  • Idioma: Inglés

    Editorial: Bloomsbury Academic, 2026

    1350415928 / 9781350415928

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    Condición: Usado - Como Nuevo

    EUR 136,31

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    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Bloomsbury Publishing PLC, GB, 2026

    1350415928 / 9781350415928

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    Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA

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    Condición: Nuevo

    EUR 156,05

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    Hardback. Condición: New. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. …

  • Idioma: Inglés

    Editorial: Bloomsbury Academic, 2026

    1350415928 / 9781350415928

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    Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore

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    Condición: Nuevo

    EUR 176,54

    Envío por EUR 9,23 
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    Condición: New.

  • Idioma: Inglés

    Editorial: Bloomsbury USA Academic, 2026

    1350415928 / 9781350415928

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    Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books

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    Condición: Nuevo

    EUR 203,98

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    Cantidad disponible: 2 disponibles

    Hardcover. Condición: Brand New. 256 pages. 9.22x6.14x1.00 inches. In Stock.

  • Idioma: Inglés

    Editorial: Bloomsbury Publishing PLC, GB, 2026

    1350415928 / 9781350415928

    • Tapa dura

    Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK

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    Condición: Nuevo

    EUR 153,08

    Envío por EUR 75,77 
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    Hardback. Condición: New. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. …

  • Idioma: Inglés

    Editorial: Bloomsbury Publishing PLC, London, 2026

    1350415928 / 9781350415928

    • Tapa dura
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    Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail

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    Condición: Nuevo

    EUR 165,22

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    Cantidad disponible: 1 disponible

    Hardcover. Condición: new. Hardcover. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. 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. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Idioma: Inglés

    Editorial: Bloomsbury Publishing PLC, London, 2026

    1350415928 / 9781350415928

    • Tapa dura
    • Impresión bajo demanda

    Librería: CitiRetail, Stevenage, Reino UnidoCitiRetail

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 131,45

    Envío por EUR 43,13 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Hardcover. Condición: new. Hardcover. This book examines how single-player role-playing digital games can promote foreign language acquisition and looks at how they can be integrated into the curricula of foreign language classrooms. As the commercialization of digital games continues to expand and accelerate, some research in digital game-based learning has shifted from creating digital games with pedagogical applications to adopting commercial off-the-shelf digital games for pedagogical purposes. Relevant literature has continually identified massively multi-player online role-playing games (MMORPGs) as a specific genre which may benefit second language acquisition (SLA), primarily through a sociocultural perspective whereby language learners interact with linguistically more capable peers within the context of the game. However, there is a gap in research regarding whether these benefits to SLA are limited to social gameplay mechanics. Wrobetz addresses this gap in research by using the smartphone edition of the single-player role-playing game (RGP) Life Is Strange in a mixed-methods study, measuring vocabulary acquisition and long-term retention from gameplay relative to controls. The author also examines how the perception of both smartphone gaming as a language-learning tool and the target language culture shifted throughout the study. This volume helps guide future research in digital games-based language learning to broaden the scope of games identified as being conducive to SLA. It also outlines how to structure formal foreign language curricula around the use of a single-player RPG to achieve the most desirable pedagogical outcomes. 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. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…