This book delves into the integration of Augmented Reality, gamification, digital storytelling, and other technologies, illustrating their impact on language learning and translation. Each chapter provides unique insights into practical applications, research findings, and real-world case studies, highlighting the benefits of these innovations for learners of all ages. From primary school students to university-level learners, the various methodologies and technologies discussed offer valuable strategies for enhancing the educational experience. A valuable resource for educators, researchers,…mehr
This book delves into the integration of Augmented Reality, gamification, digital storytelling, and other technologies, illustrating their impact on language learning and translation. Each chapter provides unique insights into practical applications, research findings, and real-world case studies, highlighting the benefits of these innovations for learners of all ages. From primary school students to university-level learners, the various methodologies and technologies discussed offer valuable strategies for enhancing the educational experience. A valuable resource for educators, researchers, and technology enthusiasts, this book offers a roadmap for incorporating digital tools into the classroom to foster creativity, critical thinking, and global awareness among 21st-century learners. The book also addresses the challenges and opportunities presented by these tools, providing a comprehensive guide for those seeking to modernize and improve their teaching practices through cutting-edge educational technology. Additionally, it examines the effectiveness of these methods in diverse educational settings, offering a holistic view of the future of language education
Produktdetails
Produktdetails
Language in the Digital Age / Las lenguas en la era digital 3
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Inhaltsangabe
Preface. Language Learning in the Digital Age: Jose Belda-Medina/ Christina Holgado Sáez / Juncal Gutiérrez Artacho - Chapter 1. Technological and Pedagogical Integration of Augmented Reality in Language Education: The EDUC-AR Project: Jorge Soto-Almela - Chapter 2. The Effect of Augmented Reality (AR) on Grammar Learning and Student Self-Perception.: Victor Marrahi-Gomez - Chapter 3. The development of a parallel corpus search tool and its potential for educational and research applications: Yasunori Nishina - Chapter 4. A gamified Wooclap experience for ESP university students of Economics: Daniel Martín-González - Chapter 5. Developing multiliteracies for a digital age: Translating in the online classroom: Vivian Lee Hankuk / Elo Gyogi - Chapter 6. Students' and Teachers' evaluation of the interestingness of AI-Generated vs. human-produced ESP materials for Tourism: Sandra Abad-Bataller - Chapter 8. Assessing Duolingo's Effectiveness for Spanish Language Learning: Insights from Polish Students: Miguel Luis Poveda-Balbuena: Chapter 9. Pyramid of Game Elements: A Review of the State-of-the-Art: Ricardo Casañ Pitarch - Chapter 10. The effect of Digital Storytelling (DST) on English vocabulary acquisition among Primary learners: Cristina Gómez Martínez - Chapter 11. Virtual Foreign Language Exchange: Retrospective Assessment of the Virtualang Podcast Creation Project: Rafael Cuevas Montero / Alba Bordetas Bonilla / and Isabel Briales Bellón - Chapter 12. Redefining English Instruction: Online Flipped Learning Classroom Approach: Tereza Havránková - Chapter 13. Minecraft Education Edition in the secondary EFL classroom: A Game-Based Learning proposal to teach the Sustainable Development Goals: Andrea Gallardo-Ferrandez.
Preface. Language Learning in the Digital Age: Jose Belda-Medina/ Christina Holgado Sáez / Juncal Gutiérrez Artacho - Chapter 1. Technological and Pedagogical Integration of Augmented Reality in Language Education: The EDUC-AR Project: Jorge Soto-Almela - Chapter 2. The Effect of Augmented Reality (AR) on Grammar Learning and Student Self-Perception.: Victor Marrahi-Gomez - Chapter 3. The development of a parallel corpus search tool and its potential for educational and research applications: Yasunori Nishina - Chapter 4. A gamified Wooclap experience for ESP university students of Economics: Daniel Martín-González - Chapter 5. Developing multiliteracies for a digital age: Translating in the online classroom: Vivian Lee Hankuk / Elo Gyogi - Chapter 6. Students' and Teachers' evaluation of the interestingness of AI-Generated vs. human-produced ESP materials for Tourism: Sandra Abad-Bataller - Chapter 8. Assessing Duolingo's Effectiveness for Spanish Language Learning: Insights from Polish Students: Miguel Luis Poveda-Balbuena: Chapter 9. Pyramid of Game Elements: A Review of the State-of-the-Art: Ricardo Casañ Pitarch - Chapter 10. The effect of Digital Storytelling (DST) on English vocabulary acquisition among Primary learners: Cristina Gómez Martínez - Chapter 11. Virtual Foreign Language Exchange: Retrospective Assessment of the Virtualang Podcast Creation Project: Rafael Cuevas Montero / Alba Bordetas Bonilla / and Isabel Briales Bellón - Chapter 12. Redefining English Instruction: Online Flipped Learning Classroom Approach: Tereza Havránková - Chapter 13. Minecraft Education Edition in the secondary EFL classroom: A Game-Based Learning proposal to teach the Sustainable Development Goals: Andrea Gallardo-Ferrandez.
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