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Board Games in the CLIL Classroom : New Trends in Content and Language Integrated Learning / ed. by Thomai Alexiou, Athanasios Karasimos.

Contributor(s): Material type: TextTextSeries: Trends in Applied Linguistics [TAL] ; 36Publisher: Berlin ; Boston : De Gruyter Mouton, [2023]Copyright date: ©2024Description: 1 online resource (VI, 269 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783111000473
  • 9783110997255
  • 9783110990911
Subject(s): DDC classification:
  • 418.0078 23/eng/20240208
LOC classification:
  • P53.298 .B63 2024
Other classification:
  • online - DeGruyter
Online resources: Available additional physical forms:
  • Issued also in print.
Contents:
Frontmatter -- Contents -- Introduction -- Chapter 1 CLIL-ing through board games: Evidence from class, challenges and perspectives -- Chapter 2 Using board games to practice grammar in adult foreign language classrooms: The case of “Dixit” -- Chapter 3 Once upon a time. . . in Senior High School: Implementing a story-telling board game as a teaching, learning and assessment tool -- Chapter 4 How can board games bridge the gap between content and language learning: The learners’ point of view on the Hunger Grammar Games -- Chapter 5 Using board games for alternative assessment in CLIL -- Chapter 6 The role of games in the CLIL classroom: A case study exploring motivation levels -- Chapter 7 Establishing mutual understanding in CLIL-based L2 game interactions -- Chapter 8 Using games to teach maths in EFL: The case of trainee primary school teachers in France -- Chapter 9 Unlock-ed CLIL: An alternative escape from language classroom -- Chapter 10 Using a word guessing board game to elicit peer-scaffolds in content and language settings in Germany -- Notes on contributors -- Index
Summary: The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9783110990911

Frontmatter -- Contents -- Introduction -- Chapter 1 CLIL-ing through board games: Evidence from class, challenges and perspectives -- Chapter 2 Using board games to practice grammar in adult foreign language classrooms: The case of “Dixit” -- Chapter 3 Once upon a time. . . in Senior High School: Implementing a story-telling board game as a teaching, learning and assessment tool -- Chapter 4 How can board games bridge the gap between content and language learning: The learners’ point of view on the Hunger Grammar Games -- Chapter 5 Using board games for alternative assessment in CLIL -- Chapter 6 The role of games in the CLIL classroom: A case study exploring motivation levels -- Chapter 7 Establishing mutual understanding in CLIL-based L2 game interactions -- Chapter 8 Using games to teach maths in EFL: The case of trainee primary school teachers in France -- Chapter 9 Unlock-ed CLIL: An alternative escape from language classroom -- Chapter 10 Using a word guessing board game to elicit peer-scaffolds in content and language settings in Germany -- Notes on contributors -- Index

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.

Issued also in print.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 25. Jun 2024)