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  • 1
    UID:
    gbv_1880769301
    Format: 1 Online-Ressource (VI, 269 p.)
    ISBN: 9783110990911
    Series Statement: Trends in Applied Linguistics [TAL] 36
    Content: The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations
    Note: In English
    Additional Edition: ISBN 9783110997255
    Additional Edition: ISBN 9783111000473
    Additional Edition: Erscheint auch als Druck-Ausgabe Board games in the CLIL classroom Berlin : De Gruyter Mouton, 2024 ISBN 9783111000473
    Additional Edition: ISBN 3111000478
    Language: English
    Subjects: Comparative Studies. Non-European Languages/Literatures , Psychology
    RVK:
    RVK:
    Keywords: Brettspiel ; Fremdsprachenunterricht ; Content and language integrated learning ; Aufsatzsammlung
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    kobvindex_ZLB35171890
    Format: VI, 269 Seiten , Illustrationen , 23 cm x 15.5 cm, 513 g
    Edition: 1
    ISBN: 9783111000473 , 3111000478
    Series Statement: Trends in applied linguistics Volume 36
    Content: The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.
    Note: Erscheint auch als Online-Ausgabe 9783110997255 (ISBN)
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    almafu_9961988525102883
    Format: 1 online resource (276 pages)
    Edition: First edition.
    ISBN: 9783110997255 , 9783110990911 , 3-11-099091-1
    Series Statement: Trends in Applied Linguistics [TAL] Series ; Volume 36
    Content: The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.
    Note: Includes index. , Intro -- Contents -- Introduction -- Chapter 1 CLIL-ing through board games: Evidence from class, challenges and perspectives -- Chapter 2 Using board games to practice grammar in adult foreign language classrooms: The case of "Dixit" -- Chapter 3 Once upon a time. . . in Senior High School: Implementing a story-telling board game as a teaching, learning and assessment tool -- Chapter 4 How can board games bridge the gap between content and language learning: The learners' point of view on the Hunger Grammar Games -- Chapter 5 Using board games for alternative assessment in CLIL -- Chapter 6 The role of games in the CLIL classroom: A case study exploring motivation levels -- Chapter 7 Establishing mutual understanding in CLIL-based L2 game interactions -- Chapter 8 Using games to teach maths in EFL: The case of trainee primary school teachers in France -- Chapter 9 Unlock-ed CLIL: An alternative escape from language classroom -- Chapter 10 Using a word guessing board game to elicit peer-scaffolds in content and language settings in Germany -- Notes on contributors -- Index. , Issued also in print.
    Additional Edition: ISBN 9783111000473
    Language: English
    Keywords: Essays.
    Library Location Call Number Volume/Issue/Year Availability
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