Play Games with English 3

Play Games with English 3

Author: Colin Granger

Publisher:

Published: 1995

Total Pages: 96

ISBN-13: 9780435250188

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An intermediate-level ELT resource book containing graded games and activities, and guidance on how they can be used in the classroom.


Games Language People Play

Games Language People Play

Author: Jerry Steinberg

Publisher: Agincourt, Ont. : Dominie Press

Published: 1983

Total Pages: 136

ISBN-13: 9780887510175

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Learning a new language can be very demanding, but it can also be good fun, and in between the hard work of language acquisition there are opportunities for breaks from the regular classroom routine where what has been learned is put to rewarding and practical use. Games Language People Play provides teachers with a variety of language games to make the teaching and learning of a new language an occasion for enjoyable competitiveness. There are 110 games in all, ranging in level from Beginners to Advanced. Each game carries an indication of the language skill or combination of skills being employed -- reading, writing, listening, speaking -- and the optimal group size, from as few as 10 students to games suitable for classes of unlimited size. The game's instructional objective -- for example, vocabulary expansion -- the materials needed, a full description and additional suggestions are all provided, with all that remains being for you and your class to enjoy the wonderfully creative ideas that Jerry Steinberg has put into book form for you. Originally published more than 20 years ago, Games Language People Play has continued to delight teachers and students of English every year since then.


English

English

Author: Mahendra Pratap Singh

Publisher: Thakur Publication Private Limited

Published: 2024-01-01

Total Pages: 192

ISBN-13: 9387880230

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Explore our newest e-book of English (अंग्रेज़ी) for UP D.El.Ed (BTC) 2nd Semester in English, meticulously designed according to the SCERT syllabus. Published by Thakur Publication, this comprehensive guide is tailored to meet the educational needs of aspiring educators. Avail discounts on this essential resource that promises a rich learning experience. Purchase your copy today and elevate your understanding of English language teaching with Thakur Publication.


Dialect

Dialect

Author: Hakan Seyalioglu

Publisher:

Published: 2018-07

Total Pages:

ISBN-13: 9780999870013

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Word Games with English

Word Games with English

Author: Deirdre Howard-Williams

Publisher: Heinemann Educational Publishers

Published: 1986

Total Pages: 58

ISBN-13: 9780435283810

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Graded games and puzzles for vocabulary building.


Digital Games in Language Learning

Digital Games in Language Learning

Author: Mark Peterson

Publisher: Taylor & Francis

Published: 2022-08-12

Total Pages: 203

ISBN-13: 1000626709

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This edited volume provides a comprehensive overview of contemporary research into the application of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand, there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in this field and will have wide appeal to students, language educators, game and instructional designers.


Digital Games and Language Learning

Digital Games and Language Learning

Author: Mark Peterson

Publisher: Bloomsbury Publishing

Published: 2021-03-25

Total Pages: 253

ISBN-13: 1350133027

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Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.


Teaching English 3-11

Teaching English 3-11

Author: Julia Myers

Publisher: A&C Black

Published: 2004-04-01

Total Pages: 290

ISBN-13: 0826470076

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This title highlights aspects of progression and continuity in the teaching of English across the Foundation and Primary years and encourages readers to develop an understanding of key principles and the confidence to apply these appropriately to their classroom practice.


Bridging Literacies with Videogames

Bridging Literacies with Videogames

Author: Hannah R. Gerber

Publisher: Springer

Published: 2014-09-23

Total Pages: 227

ISBN-13: 9462096686

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Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.