Student Game Design for Language Learning

Publikation: Beiträge in SammelwerkenKapitelbegutachtet

Standard

Student Game Design for Language Learning. / Schmidt, Torben.
The Palgrave Encyclopedia of Computer-Assisted Language Learning. Hrsg. / Lee McCallum; Dara Tafazoli. Band 1 1. Aufl. Cham: Palgrave Macmillan, 2025.

Publikation: Beiträge in SammelwerkenKapitelbegutachtet

Harvard

Schmidt, T 2025, Student Game Design for Language Learning. in L McCallum & D Tafazoli (Hrsg.), The Palgrave Encyclopedia of Computer-Assisted Language Learning. 1 Aufl., Bd. 1, Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-51447-0_140-1

APA

Schmidt, T. (2025). Student Game Design for Language Learning. In L. McCallum, & D. Tafazoli (Hrsg.), The Palgrave Encyclopedia of Computer-Assisted Language Learning (1 Aufl., Band 1). Palgrave Macmillan. https://doi.org/10.1007/978-3-031-51447-0_140-1

Vancouver

Schmidt T. Student Game Design for Language Learning. in McCallum L, Tafazoli D, Hrsg., The Palgrave Encyclopedia of Computer-Assisted Language Learning. 1 Aufl. Band 1. Cham: Palgrave Macmillan. 2025 doi: 10.1007/978-3-031-51447-0_140-1

Bibtex

@inbook{1abfe4a346b04f328a542ff6f10fb9a3,
title = "Student Game Design for Language Learning",
abstract = "This entry explores the transformative impact of game development activities (digital and non-digital) on diverse facets of student learning, with a special emphasis on foreign language learning. Focusing on creativity, problem-solving skills, motivation, attitudes, literacy, language skills, and digital capabilities, this review integrates findings from various studies to underscore the potential of game design activities in enriching both cognitive and affective dimensions of education. Across diverse contexts and age groups, the collective evidence illuminates the positive influence of student game design for learning, shedding light on its ability to engage and enhance students{\textquoteright} overall learning experiences.",
keywords = "Didactics of English as a foreign language, Digital Games for Learning, computer-assisted language learning (CALL), game design, creativity, design-thinking, game literacies",
author = "Torben Schmidt",
year = "2025",
month = mar,
day = "18",
doi = "10.1007/978-3-031-51447-0_140-1",
language = "English",
isbn = "978-3-031-51447-0",
volume = "1",
editor = "{ McCallum}, Lee and Dara Tafazoli",
booktitle = "The Palgrave Encyclopedia of Computer-Assisted Language Learning",
publisher = "Palgrave Macmillan",
address = "Switzerland",
edition = "1",

}

RIS

TY - CHAP

T1 - Student Game Design for Language Learning

AU - Schmidt, Torben

PY - 2025/3/18

Y1 - 2025/3/18

N2 - This entry explores the transformative impact of game development activities (digital and non-digital) on diverse facets of student learning, with a special emphasis on foreign language learning. Focusing on creativity, problem-solving skills, motivation, attitudes, literacy, language skills, and digital capabilities, this review integrates findings from various studies to underscore the potential of game design activities in enriching both cognitive and affective dimensions of education. Across diverse contexts and age groups, the collective evidence illuminates the positive influence of student game design for learning, shedding light on its ability to engage and enhance students’ overall learning experiences.

AB - This entry explores the transformative impact of game development activities (digital and non-digital) on diverse facets of student learning, with a special emphasis on foreign language learning. Focusing on creativity, problem-solving skills, motivation, attitudes, literacy, language skills, and digital capabilities, this review integrates findings from various studies to underscore the potential of game design activities in enriching both cognitive and affective dimensions of education. Across diverse contexts and age groups, the collective evidence illuminates the positive influence of student game design for learning, shedding light on its ability to engage and enhance students’ overall learning experiences.

KW - Didactics of English as a foreign language

KW - Digital Games for Learning

KW - computer-assisted language learning (CALL)

KW - game design

KW - creativity

KW - design-thinking

KW - game literacies

U2 - 10.1007/978-3-031-51447-0_140-1

DO - 10.1007/978-3-031-51447-0_140-1

M3 - Chapter

SN - 978-3-031-51447-0

VL - 1

BT - The Palgrave Encyclopedia of Computer-Assisted Language Learning

A2 - McCallum, Lee

A2 - Tafazoli, Dara

PB - Palgrave Macmillan

CY - Cham

ER -

DOI