Jonathon Reinhardt
Gameful Second and Foreign Language Teaching and Learning: Theory, Research, and Practice
Bibliographic Data
| ID | 22870481 |
|---|---|
| Authors | Kelly Bayas (The Pennsylvania State University , USA, corresponding author) |
| Year | 2022 |
| Volume | 43 |
| Issue | 5 |
| Pages | 1037-1040 |
| Publication date | 2022-11-16 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Applied Linguistics (JOURNAL) |
| Journal identifiers | ISSN: 0142-6001 • E-ISSN: 1477-450X |
| Publisher | Oxford University Press (OUP) (PUBLISHER) |
| DOI | 10.1093/applin/amaa028 |
| OpenAlex | W3033902959 |
| Language | EN |
| References cited | 2 |
The essential message from Jonathon Reinhardt’s book is captured by this quote from Plato found in Chapter 7: ‘do not keep children to their studies by compulsion but by play’ (p. 174). In our modern epoch, play has been embodied by digital gaming, a form of entertainment that has proliferated most cultural spheres globally. Because of the interactive, cooperative, entertaining, and at times international nature of digital games, language learning has been a by-product of digital gaming whereby gamers have either intentionally or incidentally developed their L2 skills. While L2 teachers and researchers may recognize the role that digital games can play in the learning process, they may not necessarily have the theoretical foundations or practical know-how with which to develop a research agenda or to implement digital gaming in the classroom. The aim of this book, then, is a theoretically grounded guide for teachers and researchers to harness the advantages of play in the form of digital gaming to promote L2 learning in and out of the classroom. More specifically, the book is also oriented towards answering the central question of digital game-based language learning (DGBLL) which is, how do learners learn languages in digital contexts?
Applied linguistics · Foreign language · Foreign language teaching · Linguistics · Mathematics education · Pedagogy · Sociology · Education and Technology Integration · Educational Games and Gamification · EFL/ESL Teaching and Learning · Philosophy · Psychology
| Highly cited | No |
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