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Simulation, Gaming, and Language Learning / edited by David Crookall and Rebecca L. Oxford.

Collaborateur(s) : Crookall, David | Oxford, Rebecca L | The University of Alabama.
Éditeur : New York : Newbury House Publishers, 1990Description :351 p. : ill. ; 23 cm.ISBN : 0066326176 (pbk).Sujet(s) : Language and languages -- Study and teaching -- Simulation methods
Dépouillement complet :
"For students and professionals interested in communicative language teaching, this theoretically based volume offers practical suggestions on how to bring real-world simulation and gaming techniques into ESL and Foreign Language classrooms. It contains numerous articles written expressly for this text by specialists in both simulation/gaming and second language learning.
Among its many features: A strong emphasis on practical applications of simulation/gaming techniques Contributing authors from both the U.S. and Europe Consistent focus on communicative methodologies." (Book Cover)
TABLES OF CONTENTS:
List of Tables
List of Figures
Preface
Section A: Overview
Chapter 1: Linking language learning and simulation/gaming / David Crookall and Rebecca L. Oxford
Questions and activities
Section B: Practical aspects
Introduction: Practical aspects of using simulation/gaming in language learning
Chapter 2: Running simulation/games: A step-by-step guide / David Horner and Kevin McGinley
Chapter 3: Shaping the content of simulation/games / Elizabeth M. Christopher and Larry E. Smith
Chapter 4: Briefing and debriefing / Nick Bullard
Chapter 5: Simulation/game design and adaptation / Martha Graves Cummings and Rhona B. Genzel
Questions and activities
Section C: Specific applications
Introduction: The application of simulation/gaming to specific areas
Chapter 6: Teaching training: Rationale and nine designs / Marion Geddes, Gill Sturtridge, Rebecca L. Oxford, and Hana Raz
Chapter 7: Learner training: Learning how to learn / James Fernandes, Gail Ellis, and Barbara Sinclair
Chapter 8: Learning strategies : Making language learning more effective through simulation/gaming / Rebecca L. Oxford and David Crookall
Chapter 9: Reading, writing, and literature: Integrating language skills / Robin Scarcella and Susan L. Stern
Chapter 10: Testing: The use of simulation/games as a language testing device / Andrew Littlejohn
Chapter 11: Science and technology: Specific purpose language training / Tom Hutchinson and Christopher Sawyer-Lauçanno
Chapter 12: Business and industry: Specific purpose language training / Michael Brammer and Christopher Sawyer-Lauçanno
Chapter 13: International relations: Specific purpose language training / David Crookall
Questions and activities
Section D: Using computers
Introduction: Computerized language learning and simulations
Chapter 14: Computerized language learning simulation: Form and content / David Crookall, D. Wells Coleman, and Edward B. Versluis
Chapter 15: Simulations on computers: Elements and examples / John J. Higgins and Douglas Morgenstern
Chapter 16: Conversing with the computer: Environment, structure, and reality / D. Wells Coleman
Questions and activities
Section E: Background
Introduction: Theoretical aspects of simulation/gaming and language learning
Chapter 17: Communication, culture, and language: Interactive simulations / Brent Ruben and Linda C. Lederman
Chapter 18: Social psychological considerations / Robert C. Gardner and Richard Lalonde
Chapter 19: Simulation/gaming and language acquisition / Robin Scarcella and David Crookall
Chapter 20: Realities in simulation/gaming / D.R. Watson and W.W. Sharrock
Chapter 21: Ethical Values / Robert Vernon
Questions and activities
Section F: Sample simulation/games
Introduction: Sample simulation/games
Chapter 22: The ISLAND GAME / David Crookall and Rebecca L. Oxford
Chapter 23: Using a game for discussing and understanding simulation design / David Crookall
Questions and activities
Section G: Sources and resources
Chapter 24: Learning more about simulation/gaming / David Crookall
Questions and activities
References
Index
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Type de document Site actuel Collection Cote Numéro de copie Statut Date d'échéance Code à barres
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General Stacks
Non-fiction MET CRO (Parcourir l'étagère) 1 Disponible A006244

Includes bibliographical references.

"For students and professionals interested in communicative language teaching, this theoretically based volume offers practical suggestions on how to bring real-world simulation and gaming techniques into ESL and Foreign Language classrooms. It contains numerous articles written expressly for this text by specialists in both simulation/gaming and second language learning.

Among its many features:
A strong emphasis on practical applications of simulation/gaming techniques
Contributing authors from both the U.S. and Europe
Consistent focus on communicative methodologies." (Book Cover)

TABLES OF CONTENTS:

List of Tables

List of Figures

Preface

Section A: Overview

Chapter 1: Linking language learning and simulation/gaming
/ David Crookall and Rebecca L. Oxford

Questions and activities

Section B: Practical aspects

Introduction: Practical aspects of using simulation/gaming in language learning

Chapter 2: Running simulation/games: A step-by-step guide
/ David Horner and Kevin McGinley

Chapter 3: Shaping the content of simulation/games
/ Elizabeth M. Christopher and Larry E. Smith

Chapter 4: Briefing and debriefing
/ Nick Bullard

Chapter 5: Simulation/game design and adaptation
/ Martha Graves Cummings and Rhona B. Genzel

Questions and activities

Section C: Specific applications

Introduction: The application of simulation/gaming to specific areas

Chapter 6: Teaching training: Rationale and nine designs
/ Marion Geddes, Gill Sturtridge, Rebecca L. Oxford, and Hana Raz

Chapter 7: Learner training: Learning how to learn
/ James Fernandes, Gail Ellis, and Barbara Sinclair

Chapter 8: Learning strategies : Making language learning more effective through simulation/gaming
/ Rebecca L. Oxford and David Crookall

Chapter 9: Reading, writing, and literature: Integrating language skills
/ Robin Scarcella and Susan L. Stern

Chapter 10: Testing: The use of simulation/games as a language testing device
/ Andrew Littlejohn

Chapter 11: Science and technology: Specific purpose language training
/ Tom Hutchinson and Christopher Sawyer-Lauçanno

Chapter 12: Business and industry: Specific purpose language training
/ Michael Brammer and Christopher Sawyer-Lauçanno

Chapter 13: International relations: Specific purpose language training
/ David Crookall

Questions and activities

Section D: Using computers

Introduction: Computerized language learning and simulations

Chapter 14: Computerized language learning simulation: Form and content
/ David Crookall, D. Wells Coleman, and Edward B. Versluis

Chapter 15: Simulations on computers: Elements and examples
/ John J. Higgins and Douglas Morgenstern

Chapter 16: Conversing with the computer: Environment, structure, and reality
/ D. Wells Coleman

Questions and activities

Section E: Background

Introduction: Theoretical aspects of simulation/gaming and language learning

Chapter 17: Communication, culture, and language: Interactive simulations
/ Brent Ruben and Linda C. Lederman

Chapter 18: Social psychological considerations
/ Robert C. Gardner and Richard Lalonde

Chapter 19: Simulation/gaming and language acquisition
/ Robin Scarcella and David Crookall

Chapter 20: Realities in simulation/gaming
/ D.R. Watson and W.W. Sharrock

Chapter 21: Ethical Values
/ Robert Vernon

Questions and activities

Section F: Sample simulation/games

Introduction: Sample simulation/games

Chapter 22: The ISLAND GAME
/ David Crookall and Rebecca L. Oxford

Chapter 23: Using a game for discussing and understanding simulation design
/ David Crookall

Questions and activities

Section G: Sources and resources

Chapter 24: Learning more about simulation/gaming
/ David Crookall

Questions and activities

References

Index

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