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Guest editorial: Technology enhanced contextual game-based language learning

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dc.contributor.author Lan, YJ
dc.contributor.author Botha, Adèle
dc.date.accessioned 2022-09-05T06:32:51Z
dc.date.available 2022-09-05T06:32:51Z
dc.date.issued 2018-07
dc.identifier.citation Lan, Y. & Botha, A. 2018. Guest editorial: Technology enhanced contextual game-based language learning. <i>Educational Technology & Society, 21(3).</i> http://hdl.handle.net/10204/12485 en_ZA
dc.identifier.issn 1436-4522
dc.identifier.uri http://hdl.handle.net/10204/12485
dc.description.abstract This special issue aims to provide a platform where researchers can present their research efforts offering insights into: (1) the approaches governing the application of technology to enhance L2 game-based learning in context; (2) the evaluation of game-based language learning in different contexts, such as the real world, conventional classroom and the virtual world, with technological support; (3) the comparison of gamebased learning outcomes obtained through the use of different technologies in conventional L2 classroom contexts and; (4) the impact of technology enhanced contextual game-based language learning on the transference of knowledge between formal L2 learning and real life application. The process remains open to further research and exploration and the publication of this special issue can facilitate additional understanding as to the potential of contextual games in TELL. After a rigorous review process, ten significant, noteworthy research papers were accepted for inclusion in this special issue. These papers clearly explain how a technologyrich contextual game can be adopted in TELL, thus providing learners, educators and researchers with valuable insights into this domain, from different perspectives. en_US
dc.format Fulltext en_US
dc.language.iso en en_US
dc.relation.uri https://www.jstor.org/stable/pdf/26458509.pdf en_US
dc.source Educational Technology & Society, 21(3) en_US
dc.subject Game-based language learning en_US
dc.subject Educational technology en_US
dc.title Guest editorial: Technology enhanced contextual game-based language learning en_US
dc.type Article en_US
dc.description.pages 86-89 en_US
dc.description.note This article of the Journal of Educational Technology & Society is available under Creative Commons CC-BY-ND-NC 3.0 license (https://creativecommons.org/licenses/by-nc-nd/3.0/). en_US
dc.description.cluster Meraka Institute en_US
dc.identifier.apacitation Lan, Y., & Botha, A. (2018). Guest editorial: Technology enhanced contextual game-based language learning. <i>Educational Technology & Society, 21(3)</i>, http://hdl.handle.net/10204/12485 en_ZA
dc.identifier.chicagocitation Lan, YJ, and Adele Botha "Guest editorial: Technology enhanced contextual game-based language learning." <i>Educational Technology & Society, 21(3)</i> (2018) http://hdl.handle.net/10204/12485 en_ZA
dc.identifier.vancouvercitation Lan Y, Botha A. Guest editorial: Technology enhanced contextual game-based language learning. Educational Technology & Society, 21(3). 2018; http://hdl.handle.net/10204/12485. en_ZA
dc.identifier.ris TY - Article AU - Lan, YJ AU - Botha, Adele AB - This special issue aims to provide a platform where researchers can present their research efforts offering insights into: (1) the approaches governing the application of technology to enhance L2 game-based learning in context; (2) the evaluation of game-based language learning in different contexts, such as the real world, conventional classroom and the virtual world, with technological support; (3) the comparison of gamebased learning outcomes obtained through the use of different technologies in conventional L2 classroom contexts and; (4) the impact of technology enhanced contextual game-based language learning on the transference of knowledge between formal L2 learning and real life application. The process remains open to further research and exploration and the publication of this special issue can facilitate additional understanding as to the potential of contextual games in TELL. After a rigorous review process, ten significant, noteworthy research papers were accepted for inclusion in this special issue. These papers clearly explain how a technologyrich contextual game can be adopted in TELL, thus providing learners, educators and researchers with valuable insights into this domain, from different perspectives. DA - 2018-07 DB - ResearchSpace DP - CSIR J1 - Educational Technology & Society, 21(3) KW - Game-based language learning KW - Educational technology LK - https://researchspace.csir.co.za PY - 2018 SM - 1436-4522 T1 - Guest editorial: Technology enhanced contextual game-based language learning TI - Guest editorial: Technology enhanced contextual game-based language learning UR - http://hdl.handle.net/10204/12485 ER - en_ZA
dc.identifier.worklist 22233 en_US


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