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This volume, through highly selective and rigorous review processes, has collected eight empirical studies showcasing research advances in multiple domains including child first language, adult additional language, and heritage language acquisition. The studies are theoretically motivated and have adopted a spectrum of innovative methodological strategies to achieve a broader understanding of the nature of learning and the learning process. The volume encompasses a wide range of contents: 1) The L1 and L2 acquisition of syntax, semantics, phonetics, and the syntax-discourse interface; 2) Data comparisons across different learner groups: L1 Chinese children, L2 Chinese learners, and Chinese heritage speakers; 3) Acquisition of language skills: speaking, listening, and writing; and last but not least, 4) Instructional interventions including consciousness-raising and metacognitive strategy training. The volume is intended to bridge the gap between research and instruction by helping teachers understand their students and their learning. Informed by research, teachers can opt for appropriate pedagogical approaches and instructional conditions for their students. The volume is guest-edited by Xiaohong Wen, Professor in Applied Linguistics and Chinese language Acquisition at the University of Houston.
lexical access --- second language speech --- fluency --- accuracy --- complexity --- information structure --- child language acquisition --- Mandarin Chinese --- word order --- Chinese as a foreign language --- consciousness-raising --- obligatory and forbidden contexts --- perfective aspect marker --- rule induction --- Mandarin consonants --- English CFL learners --- L2 perception and production --- Chinese --- listening --- metacognition --- metacognitive strategy --- strategy training --- Mandarin --- polysemy --- verb semantics --- L2 Chinese --- descriptive writing --- metadiscourse --- cohesion --- local --- global --- text --- interactive --- interactional --- sentence-final particle --- Chinese heritage speakers --- features --- n/a
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This volume, through highly selective and rigorous review processes, has collected eight empirical studies showcasing research advances in multiple domains including child first language, adult additional language, and heritage language acquisition. The studies are theoretically motivated and have adopted a spectrum of innovative methodological strategies to achieve a broader understanding of the nature of learning and the learning process. The volume encompasses a wide range of contents: 1) The L1 and L2 acquisition of syntax, semantics, phonetics, and the syntax-discourse interface; 2) Data comparisons across different learner groups: L1 Chinese children, L2 Chinese learners, and Chinese heritage speakers; 3) Acquisition of language skills: speaking, listening, and writing; and last but not least, 4) Instructional interventions including consciousness-raising and metacognitive strategy training. The volume is intended to bridge the gap between research and instruction by helping teachers understand their students and their learning. Informed by research, teachers can opt for appropriate pedagogical approaches and instructional conditions for their students. The volume is guest-edited by Xiaohong Wen, Professor in Applied Linguistics and Chinese language Acquisition at the University of Houston.
Language --- lexical access --- second language speech --- fluency --- accuracy --- complexity --- information structure --- child language acquisition --- Mandarin Chinese --- word order --- Chinese as a foreign language --- consciousness-raising --- obligatory and forbidden contexts --- perfective aspect marker --- rule induction --- Mandarin consonants --- English CFL learners --- L2 perception and production --- Chinese --- listening --- metacognition --- metacognitive strategy --- strategy training --- Mandarin --- polysemy --- verb semantics --- L2 Chinese --- descriptive writing --- metadiscourse --- cohesion --- local --- global --- text --- interactive --- interactional --- sentence-final particle --- Chinese heritage speakers --- features
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The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
Humanities --- Education --- serious game --- gamification --- game-based learning --- programming teaching --- sustainability teaching --- mobile app --- asynchronous learning --- COVID-19 --- dental education --- distance learning --- game analytics --- integrative review --- remote learning --- serious games --- reading comprehension --- strategy training --- intelligent tutoring system --- feedback --- diabetes self-management --- RAD methodology --- game-design-based --- Software Usability Scale --- OMD --- eye-tracking --- training --- vision impairment --- rehabilitation --- vision teachers --- edutainment --- virtual reality --- traffic safety --- rollover simulator --- seat belt --- awareness --- digital game-based learning --- media in education --- multiplication game --- digital games usefulness --- computational thinking --- Swift Playgrounds --- 12-year Basic Education --- Bebras --- programming --- emotions --- emotional intelligence --- apps --- augmented reality --- usability --- primary school --- physics --- n/a
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The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
serious game --- gamification --- game-based learning --- programming teaching --- sustainability teaching --- mobile app --- asynchronous learning --- COVID-19 --- dental education --- distance learning --- game analytics --- integrative review --- remote learning --- serious games --- reading comprehension --- strategy training --- intelligent tutoring system --- feedback --- diabetes self-management --- RAD methodology --- game-design-based --- Software Usability Scale --- OMD --- eye-tracking --- training --- vision impairment --- rehabilitation --- vision teachers --- edutainment --- virtual reality --- traffic safety --- rollover simulator --- seat belt --- awareness --- digital game-based learning --- media in education --- multiplication game --- digital games usefulness --- computational thinking --- Swift Playgrounds --- 12-year Basic Education --- Bebras --- programming --- emotions --- emotional intelligence --- apps --- augmented reality --- usability --- primary school --- physics --- n/a
Choose an application
The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
Humanities --- Education --- serious game --- gamification --- game-based learning --- programming teaching --- sustainability teaching --- mobile app --- asynchronous learning --- COVID-19 --- dental education --- distance learning --- game analytics --- integrative review --- remote learning --- serious games --- reading comprehension --- strategy training --- intelligent tutoring system --- feedback --- diabetes self-management --- RAD methodology --- game-design-based --- Software Usability Scale --- OMD --- eye-tracking --- training --- vision impairment --- rehabilitation --- vision teachers --- edutainment --- virtual reality --- traffic safety --- rollover simulator --- seat belt --- awareness --- digital game-based learning --- media in education --- multiplication game --- digital games usefulness --- computational thinking --- Swift Playgrounds --- 12-year Basic Education --- Bebras --- programming --- emotions --- emotional intelligence --- apps --- augmented reality --- usability --- primary school --- physics
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