메뉴 건너뛰기




Volumn , Issue , 2011, Pages 290-294

Lost in the middle kingdom: A second language acquisition video game

Author keywords

A.I.; affective filter; content based instruction; language acquisition device; second language acquisition; task based language teaching

Indexed keywords

AFFECTIVE FILTER; CONTENT-BASED INSTRUCTIONS; LANGUAGE ACQUISITION; SECOND LANGUAGE ACQUISITION; TASK-BASED;

EID: 80052378697     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2016039.2016114     Document Type: Conference Paper
Times cited : (4)

References (18)
  • 4
    • 80052366527 scopus 로고    scopus 로고
    • Att skapa ljuv musik: Det pedagogiska anvandandet av datorspel
    • Linderoth, Jonas (Ed)
    • S. Egenfeldt-Nielsen. Att skapa ljuv musik: Det pedagogiska anvandandet av datorspel. Linderoth, Jonas (Ed). Datorspelandets Dynamik. Studentlitteratur, 2007.
    • (2007) Datorspelandets Dynamik. Studentlitteratur
    • Egenfeldt-Nielsen, S.1
  • 5
    • 33748540997 scopus 로고    scopus 로고
    • What video games have to teach us about learning and literacy
    • October
    • J. P. Gee. What video games have to teach us about learning and literacy. Comput. Entertain., 1:20-20, October 2003.
    • (2003) Comput. Entertain. , vol.1 , pp. 20-20
    • Gee, J.P.1
  • 6
    • 17444421438 scopus 로고    scopus 로고
    • Situated language and learning: A critique of traditional schooling
    • March
    • J. P. Gee. Situated language and learning: A critique of traditional schooling. Literacy, 40:58-59, March 2006.
    • (2006) Literacy , vol.40 , pp. 58-59
    • Gee, J.P.1
  • 9
    • 27844530470 scopus 로고    scopus 로고
    • Why support a delayed-gratification approach to language education?
    • S. Krashen. Why support a delayed-gratification approach to language education? The Language Teacher, 28:3-7, 1997.
    • (1997) The Language Teacher , vol.28 , pp. 3-7
    • Krashen, S.1
  • 17
    • 80052372866 scopus 로고    scopus 로고
    • Serious game environments for language and culture education
    • Morristown, NJ, USA, Association for Computational Linguistics
    • A. Sagae, W. L. Johnson, and R. Row. Serious game environments for language and culture education. In Proceedings of the NAACL HLT 2010 Demonstration Session, HLT '10, pages 29-32, Morristown, NJ, USA, 2010. Association for Computational Linguistics.
    • (2010) Proceedings of the NAACL HLT 2010 Demonstration Session, HLT '10 , pp. 29-32
    • Sagae, A.1    Johnson, W.L.2    Row, R.3
  • 18
    • 78149465046 scopus 로고    scopus 로고
    • A case study of the in-class use of a video game for teaching high school history
    • February
    • W. R. Watson, C. J. Mong, and C. A. Harris. A case study of the in-class use of a video game for teaching high school history. Comput. Educ., 56:466-474, February 2011.
    • (2011) Comput. Educ. , vol.56 , pp. 466-474
    • Watson, W.R.1    Mong, C.J.2    Harris, C.A.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.