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Titlebook: Computer Games and Language Learning; Mark Peterson Book 2013 Mark Peterson 2013 computer.computer-assisted language learning.Gaming.innov

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樓主: DIGN
21#
發(fā)表于 2025-3-25 06:28:43 | 只看該作者
What Lessons Can We Learn from the Evidence, the 1980s. In order to obtain a broad perspective on the potential of computer gaming in language education, an examination of how three significant developments in computer technology were applied in the past is instructive, as it provides valuable insights that are highly relevant to the needs of the present.
22#
發(fā)表于 2025-3-25 11:03:01 | 只看該作者
23#
發(fā)表于 2025-3-25 13:10:51 | 只看該作者
24#
發(fā)表于 2025-3-25 16:00:33 | 只看該作者
Computer Games: Definitions, Theories, Elements, and Genres,y such as sports), . (chance-based play), mimicry (role-playing and make believe such as theater), and . (play involving the physical, vertigo). In order to better comprehend play and games Caillois proposes a distinction between the essentially free nature of play and the rule-governed nature of games.
25#
發(fā)表于 2025-3-25 23:23:57 | 只看該作者
CALL and New Digital Technologies, the 1980s. In order to obtain a broad perspective on the potential of computer gaming in language education, an examination of how three significant developments in computer technology were applied in the past is instructive, as it provides valuable insights that are highly relevant to the needs of the present.
26#
發(fā)表于 2025-3-26 03:48:15 | 只看該作者
2753-0744 ological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.978-1-349-43465-7978-1-137-00517-5Series ISSN 2753-0744 Series E-ISSN 2753-0752
27#
發(fā)表于 2025-3-26 05:22:21 | 只看該作者
Book 2013A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
28#
發(fā)表于 2025-3-26 08:42:04 | 只看該作者
https://doi.org/10.1057/9781137005175computer; computer-assisted language learning; Gaming; innovation; Language Learning; learning; technology
29#
發(fā)表于 2025-3-26 13:09:04 | 只看該作者
30#
發(fā)表于 2025-3-26 20:28:49 | 只看該作者
Computer Games and Language Learning978-1-137-00517-5Series ISSN 2753-0744 Series E-ISSN 2753-0752
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