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226 pp., 52 fig. col., 8 fig. b/w, 34 tables. Binding rubbed and slightly soiled, otherwise a very good copy. - Summary: The use of digital technologies in education is providing both teachers and students with new and innovative forms of support for learning different subjects. Digital games are also bringing multiple benefits to the classroom, especially in the realm of foreign and second language teaching and learning. Different studies have shown that digital technologies and gaming can enhance students learning and acquisition skills and knowledge. This book presents the research and studies carried out by different academics, primarily professors and researchers, from various universities around the world. Through their work, these scholars employ different tools and methodologies to explore the applications and implications of new digital technologies and gaming for the teaching, learning and use of language. - Contents: Introduction -- Chapter I Memes and gender stereotypes. A study on social networking practices among adolescents in Mexico and Spain - Adriana Gewerc (University of Santiago de Compostela) -- Chapter II Using a bilingual concordancer to promote metalinguistic reflection in the learning of an additional language: The case of B1 learners of Catalan - Johannes Graën (Universität Zürich, Switzerland), Carme Bach (Universitat Pompeu Fabra, Serra Húnter Fellow, Spain), Daniel Cassany (Universitat Pompeu Fabra, Spain) -- Chapter III Improving virtual presence in higher education hybrid learning digital environments - Manuel Caeiro Rodríguez, María Lorenzo Rial, Manuel Fernández Iglesias, Fernando Mikic Fonte, and Martín Llamas Nistal (Universidade de Vigo, Spain) -- Chapter IV Learning ecologies and digital literacy: Opportunities and challenges - Mercedes González-Sanmamed (University of A Coruña), Iris Estévez (University of Santiago de Compostela), Alba Souto-Seijo (University of Santiago de Compostela) -- Chapter V Teaching and learning English phonetics/pronunciation in digital and other learning environments: Challenges and perceptions of Spanish instructors and students - José María Díaz Lage (Universidad Nacional de Educación a Distancia, Spain), María de los Ángeles Gómez González (Universidade de Santiago de Compostela, Spain), Inmaculada Clotilde Santos Díaz (Universidad de Málaga, Spain) -- Chapter VI Using a serious game for English phonetics and pronunciation training: Foundations and dynamics - María de los Ángeles Gómez González and Anxel Fragueiro Agrelo (University of Santiago de Compostela, Spain), Alfonso Lago Ferreiro (University of Vigo, Spain) -- Chapter VII Evaluation of the CleverCookie tool for learning and teaching English as a foreign language - Milagros Torrado Cespón (Universidad Internacional de La Rioja, Spain), Inmaculada Santos Díaz (Universidad de Málaga, Spain) -- Chapter VIII The English-Spanish parallel corpus PaEnS - Irene Doval (University Santiago, Spain) -- Chapter IX Gamification and immersive learning in AR/VR virtual learning environments - Carina Soledad González González (Universidad de La Laguna, España) -- Chapter X Promoting higher education through games - Flávio Costa and Carlos Vaz de Carvalho (GILT R&D, Instituto Superior de Engenharia do Porto, Porto, Portugal) -- Chapter XI Gamification in learning English as a second language (LESL) - José Carlos López Ardao (Universidade de Vigo, Spain) -- Chapter XII Researching gameful L2 teaching and learning: Challenges and potentials - Jonathon Reinhardt (University of Arizona, USA). Sprache: Englisch Gewicht in Gramm: 250.
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