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 |