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Digital Language Learning: New Approaches and Methods New edition [Hardback]

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This book explores Augmented Reality, gamification, and digital storytelling in language education. It highlights their impact on language acquisition and engagement, offering practical applications and research findings. A valuable resource for educators, it provides a roadmap for incorporating digital tools to foster 21st-century skills.

This book delves into the integration of Augmented Reality, gamification, digital storytelling, and other technologies, illustrating their impact on language learning and translation. Each chapter provides unique insights into practical applications, research findings, and real-world case studies, highlighting the benefits of these innovations for learners of all ages. From primary school students to university-level learners, the various methodologies and technologies discussed offer valuable strategies for enhancing the educational experience. A valuable resource for educators, researchers, and technology enthusiasts, it offers a roadmap for incorporating digital tools into the classroom to foster creativity, critical thinking, and global awareness among 21st-century learners. The book also addresses the challenges and opportunities presented by these tools, providing a comprehensive guide for those seeking to modernize and improve their teaching practices through cutting-edge educational technology. Additionally, it examines the effectiveness of these methods in diverse educational settings, offering a holistic view of the future of language education.
Preface. Language Learning in the Digital Age: Jose Belda-Medina/
Christina Holgado Sįez / Juncal Gutiérrez Artacho
Chapter
1. Technological
and Pedagogical Integration of Augmented Reality in Language Education: The
EDUC-AR Project: Jorge Soto-Almela
Chapter
2. The Effect of Augmented
Reality (AR) on Grammar Learning and Student Self-Perception.: Victor
Marrahi-Gomez
Chapter
3. The development of a parallel corpus search tool
and its potential for educational and research applications: Yasunori Nishina

Chapter
4. A gamified Wooclap experience for ESP university students of
Economics: Daniel Martķn-Gonzįlez
Chapter
5. Developing multiliteracies for
a digital age: Translating in the online classroom: Vivian Lee Hankuk / Elo
Gyogi
Chapter
6. Students and Teachers evaluation of the interestingness
of AI-Generated vs. human-produced ESP materials for Tourism: Sandra
Abad-Bataller
Chapter
8. Assessing Duolingo's Effectiveness for Spanish
Language Learning: Insights from Polish Students: Miguel Luis
Poveda-Balbuena:
Chapter
9. Pyramid of Game Elements: A Review of the
State-of-the-Art: Ricardo Casań Pitarch
Chapter
10. The effect of Digital
Storytelling (DST) on English vocabulary acquisition among Primary learners:
Cristina Gómez Martķnez
Chapter
11. Virtual Foreign Language Exchange:
Retrospective Assessment of the Virtualang Podcast Creation Project: Rafael
Cuevas Montero / Alba Bordetas Bonilla / and Isabel Briales Bellón
Chapter
12. Redefining English Instruction: Online Flipped Learning Classroom
Approach: Tereza Havrįnkovį
Chapter
13. Minecraft Education Edition in the
secondary EFL classroom: A Game-Based Learning proposal to teach the
Sustainable Development Goals: Andrea Gallardo-Ferrandez.
Jose Belda-Medina is an expert in language learning through technology and leads the Digital Language Learning (DL2) research group.









Christina Holgado-Sįez is a Professor of German at the University of Granada, focusing her research on translation.



Juncal Gutiérrez-Artacho is a professor of Translation and Interpretation at the University of Granada, specializing in educational tools, and ICT applications.