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  • Digital Gaming in the Language Classroom: Designing Effective Curricula

    Digital Gaming in the Language Classroom by Wrobetz, Kevin R.;

    Designing Effective Curricula

    Series: Advances in Digital Language Learning and Teaching;

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      • Publisher's listprice GBP 95.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        45 386 Ft (43 225 Ft + 5% VAT)
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    45 386 Ft

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    Product details:

    • Publisher Bloomsbury Publishing (UK)
    • Date of Publication 19 February 2026
    • Number of Volumes Hardback

    • ISBN 9781350415928
    • Binding Hardback
    • No. of pages240 pages
    • Size 234x156 mm
    • Language English
    • Illustrations 10 bw illus
    • 700

    Categories

    Long description:

    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.

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    Table of Contents:

    List of Figures
    List of Tables
    List of Terminology
    1. Introduction to Using Digital Games in Education
    2. Game and Platform Selection for the Foreign Language Classroom
    3. Life Is Strange as a Language Learning Tool
    4. Life Is Strange as an Instructional Medium
    5. Effects of the Life Is Strange Curriculum
    6. Considerations of the Life Is Strange Curriculum
    References
    Appendices

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