Language educators are increasingly taking advantage of
developments in technology to explore the use of computer games.
This book investigates this phenomenon and examines the
relationship between technological innovation and development in
the field of computer-assisted language learning. Exploring
relevant theories and rationales, the discussion provides one of
the first critical analyses of both early and contemporary
research, including a recent case study conducted in Japan. This
book supplies a comprehensive and accessible overview, meeting the
needs of language educators, researchers, and students.
General
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