Computer Games in the EFL Classroom

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Title: Computer Games in the EFL Classroom
Description: 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, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.
Authors: Marie Schneider
Resource Type: eBook.
Subjects: Video games--Juvenile literature, Microcomputers--Programming
Categories: GAMES & ACTIVITIES / Board Games
Database: eBook Collection (EBSCOhost)
FullText Links:
  – Type: ebook-pdf
Text:
  Availability: 0
Header DbId: nlebk
DbLabel: eBook Collection (EBSCOhost)
An: 773004
RelevancyScore: 1057
AccessLevel: 6
PubType: eBook
PubTypeId: ebook
PreciseRelevancyScore: 1057.36352539063
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  Data: Computer Games in the EFL Classroom
– Name: Abstract
  Label: Description
  Group: Ab
  Data: 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, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.
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  Data: <searchLink fieldCode="AR" term="%22Marie+Schneider%22">Marie Schneider</searchLink>
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RecordInfo BibRecord:
  BibEntity:
    Classifications:
      – Code: 794.82
        Scheme: ddc
        Type: prePub
    Languages:
      – Code: eng
        Text: English
    Subjects:
      – SubjectFull: Video games--Juvenile literature
        Type: general
      – SubjectFull: Microcomputers--Programming
        Type: general
    Titles:
      – TitleFull: Computer Games in the EFL Classroom
        Type: main
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      – PersonEntity:
          Name:
            NameFull: Marie Schneider
      – PersonEntity:
          Name:
            NameFull: Marie Schneider
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          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2014
            – D: 13
              M: 05
              Type: profile
              Y: 2014
          Identifiers:
            – Type: isbn-print
              Value: 9783954890682
            – Type: isbn-electronic
              Value: 9783954895687
          Titles:
            – TitleFull: Computer Games in the EFL Classroom
              Type: main
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