A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
Foreword: Language, Learning, and Games; James Paul Gee 1. CALL and New Digital Technologies 2. Computer Games: Definition, Theories, Elements, and Genres 3. Computer Games and Learning 4. Computer Games and Language Learning: Theoretical Rationales 5. Early Research on the Use of Computer Games in CALL: An Overview 6. Recent Studies on Computer Gaming in CALL: An Analysis of Findings 7. The Use of an MMORPG Game in CALL: A Case Study 8. Conclusions and Future Directions