Description

Book Synopsis

In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a triangulated blended learning study conducted in five different middle school EFL classes, and an additional small group study, the author investigates the potential of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.



Table of Contents

Computer Assisted Learning – Digital Game-Based Learning – Global Education – Global Education in the English as a Foreign Language Classroom – Empirical Study Part I: Blended Learning Study – Results from the Students’ Evaluation – Results from the Teacher Interviews – The Empirical Study Part II: The Small Group Study – Using Serious Games for Global Education in the EFL Classroom

Serious Games for Global Education: Digital

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    A Hardback by Carmen Becker, Claudia Müller

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      View other formats and editions of Serious Games for Global Education: Digital by Carmen Becker

      Publisher: Peter Lang AG
      Publication Date: 01/12/2017
      ISBN13: 9783631734704, 978-3631734704
      ISBN10: 3631734700

      Description

      Book Synopsis

      In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a triangulated blended learning study conducted in five different middle school EFL classes, and an additional small group study, the author investigates the potential of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.



      Table of Contents

      Computer Assisted Learning – Digital Game-Based Learning – Global Education – Global Education in the English as a Foreign Language Classroom – Empirical Study Part I: Blended Learning Study – Results from the Students’ Evaluation – Results from the Teacher Interviews – The Empirical Study Part II: The Small Group Study – Using Serious Games for Global Education in the EFL Classroom

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