Language Learning With Technology

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Language Learning with Technology

Author: Graham Stanley
language: en
Publisher: Cambridge University Press
Release Date: 2013-04-04
" ... Contains over 130 practical classroom activities suitable for beginners to more advanced learners, incorporating a wide range of up-to-date tools, such as mobile technologies and social networking"--Page 4 of cover.
Language Learning with Technology

This book is about language learning with technology, offering readers theoretical insights as well as practical case studies with a focus on Asia and Asian students. Although technology is rapidly advancing and most, if not all, students are already using technology in their everyday lives, traditional teaching/learning practices still exist throughout Asia. This book provides examples, written by representative educators, from a variety of countries/regions and contexts where technology has successfully been used to enhance language learning. In addition to some everyday examples of using technology: Wikipedia, PowerPoint, Google Docs and YouTube, the book also offers the readers an insight into the future possible uses of advanced technology: Augmented Reality, Virtual Reality, Artificial Intelligence and Eye Tracking. The book presents illustrations of how teachers can, and perhaps should, be open to integrating some form of technology into in-class learning or using it to supplement out-of-class activities.
Technology in Language Learning: An Overview

This module on computer assisted language learning provides novice and experienced second and foreign language (L2) teachers alike with an introduction to the field of computer assisted language learning (CALL). The module first provides a historical overview of the field and then explores the most widely researched areas within CALL. The module examines findings of research into computer-mediated communication for L2 learning as well as L2 skill area instruction in technology-enhanced settings. The unit then turns to a discussion of teacher and learner standards for using CALL, followed by a discussion of how one may find and evaluate CALL resources appropriate for specific instructional contexts. The module ends with an introduction to four of the newest and most exciting areas in CALL: gaming, fan fiction, digital story telling, and mobile assisted language learning. Please visit the series companion website for more information: http://routledgetextbooks.com/textbooks/9781315679594/