Using games in teaching vocabulary to teenagers Impact on students motivation and behaviour

Using games in teaching vocabulary to teenagers  Impact on students    motivation and behaviour
Author: Anika Grudziak
Publsiher: GRIN Verlag
Total Pages: 49
Release: 2023-02-09
Genre: Foreign Language Study
ISBN: 9783346809780

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Swiss Diploma Thesis from the year 2021 in the subject Didactics for the subject English - Grammar, Style, Working Technique, grade: 1, Nauczycielskie Kolegium Języków Obcych at Chrzanowie, language: English, abstract: This diploma paper aims at examining the usefulness of games into classroom and their impact on students’ motivation and behaviour. The first chapter presents an overall description of vocabulary and to its function in EFL classroom. Additionally, it explains what aspects learners should know in order to possess complete knowledge of an item. The treatment of the process of remembering and presenting vocabulary items is also presented. The second chapter gives an overview of teenagers, their developmental changes and the influence they have on a teaching and learning process. Moreover, this part of the diploma paper discusses difficulties when teaching teenagers and the strong impact that technology has on students. The third chapter discusses the educational value of games in a foreign language teaching. It also presents game’s definition and the criteria of selecting games. Additionally, the chapter discusses the drawbacks of using games in EFL classroom. The last chapter is the practical part of this project and it describes the action research carried out in a junior high school in Września. This chapter presents lesson plans and description of the proceedings of the lessons. The study intended to find out whether games are a useful tool for vocabulary revision and how they influence students motivation and behaviour.

Research Anthology on Game Design Development Usage and Social Impact

Research Anthology on Game Design  Development  Usage  and Social Impact
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2034
Release: 2022-10-07
Genre: Computers
ISBN: 9781668475904

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Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

Learning with Digital Games

Learning with Digital Games
Author: Nicola Whitton
Publsiher: Routledge
Total Pages: 251
Release: 2009-09-10
Genre: Education
ISBN: 9781135215897

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Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Innovative Technologies and Learning

Innovative Technologies and Learning
Author: Yueh-Min Huang,Shu-Chen Cheng,João Barroso,Frode Eika Sandnes
Publsiher: Springer Nature
Total Pages: 533
Release: 2022-08-25
Genre: Education
ISBN: 9783031152733

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This book constitutes the refereed proceedings of the 5th International Conference on Innovative Technologies and Learning, ICITL 2022, held in Porto, Portugal, in August 2022. The 53 full papers presented together with 3 short papers were carefully reviewed and selected from 123 submissions. ICITL focuses on artificial intelligence in education, VR/AR/MR/XR in education, design and framework of learning systems, pedagogies to innovative technologies and learning, application and design of innovative learning.

Resources in Education

Resources in Education
Author: Anonim
Publsiher: Unknown
Total Pages: 320
Release: 1998
Genre: Education
ISBN: PSU:000052067006

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Extramural English in Teaching and Learning

Extramural English in Teaching and Learning
Author: Pia Sundqvist,Liss Kerstin Sylvén
Publsiher: Springer
Total Pages: 298
Release: 2016-11-09
Genre: Language Arts & Disciplines
ISBN: 9781137460486

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This book is unique in bringing together theory, research, and practice about English encountered outside the classroom – extramural English – and how it affects teaching and learning. The book investigates ways in which learners successfully develop their language skills through extramural English and provides tools for teachers to make use of free time activities in primary and secondary education. The authors demonstrate that learning from involvement in extramural English activities tends to be incidental and is currently underutilized in classroom work. A distinctive strength is that this volume is grounded in theory, builds on results from empirical studies, and manages to link theory and research with practice in a reader-friendly way. Teacher-educators, teachers and researchers of English as a foreign language and teachers of English as a second language across the globe will find this book useful in developing their use of extramural English activities as tools for language learning.

How People Learn II

How People Learn II
Author: National Academies of Sciences, Engineering, and Medicine,Division of Behavioral and Social Sciences and Education,Board on Science Education,Board on Behavioral, Cognitive, and Sensory Sciences,Committee on How People Learn II: The Science and Practice of Learning
Publsiher: National Academies Press
Total Pages: 347
Release: 2018-09-27
Genre: Education
ISBN: 9780309459679

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There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching
Author: Hayo Reinders
Publsiher: Springer
Total Pages: 232
Release: 2012-06-12
Genre: Language Arts & Disciplines
ISBN: 9781137005267

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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.