Games and Much More for the Modern Languages and Translation Class / / edited by Alexandra Santamaría Urbieta and Elena Alcalde Peñalver.

Dive into the future of language education with our guide, blending innovation with practical application. Unlock the power of gamification, digital storytelling, and AI to make learning more engaging and effective. Transform classes into dynamic, interactive experiences that captivate students. Mas...

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Superior document:Educational Research E-Books Online, Collection 2024
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Place / Publishing House:Leiden ;, Boston : : Brill,, 2024.
©2024
Year of Publication:2024
Edition:1st ed.
Language:English
Series:Educational Research E-Books Online, Collection 2024.
Physical Description:1 online resource (265 pages)
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spelling Games and Much More for the Modern Languages and Translation Class / edited by Alexandra Santamaría Urbieta and Elena Alcalde Peñalver.
1st ed.
Leiden ; Boston : Brill, 2024.
©2024
1 online resource (265 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Educational Research E-Books Online, Collection 2024
Intro -- Contents -- Foreword -- Preface -- Acknowledgments -- Figures and Tables -- Figures -- Tables -- Part 1: Escape Games for the Modern Languages and Translation Class… -- 1. Theoretical Framework -- 1 Teaching Translation and Modern Languages Nowadays -- 2 The Use of Active Methodologies in the Translation and Modern Languages Classroom: First Steps towards Gamification -- 3 Game-Based Learning: What It Is and What It Entails -- 4 Features of Gamification -- 5 Advantages of Including Gamification in Teaching Plans -- 6 Acquisition and Use of Skills for Problem-Solving -- 7 Socialization and Cooperation -- 8 Increased Concentration -- 9 Personal Autonomy -- 10 Close Teacher-Student Relationship -- 11 Assimilation and Interconnection of Content -- 12 Participation -- 13 Development of Critical Thinking Skills -- 14 Development of Digital Literacy Skills -- 15 Motivation and Gamification: Bros or Foes? -- 16 Teachers' Motivation -- 17 Student Motivation -- 18 Challenges and Drawbacks of Including Gamification in Teaching Plans -- 19 Overemphasis on Competition -- 20 Damaged Self-Esteem -- 21 Challenge Implementation -- 22 Access Difficulties -- 23 Fatigue -- 24 Modern Languages, Translation and Gamification: What Has Been Done So Far? -- 25 Key Concepts -- References -- 2. Escape Game Structure: A Proposal -- 1 Step 1: Features of the Narrative -- 1.1 Identify the Learning Objectives -- 1.2 Integrate Language and Translation Tasks -- 1.3 Develop the Plot -- 1.4 Develop Characters That are Engaging and Relatable -- 1.5 Present the Narrative in an Engaging Manner -- 2 Step 2: Missions or Challenges -- 2.1 Stick to Your Objectives and Do Not Deviate! -- 2.2 Levels of Difficulty -- 2.3 Scaffolding -- 2.4 Number of Missions or Challenges -- 2.5 Individual vs Collaborative -- 2.6 Organization and Sequencing: Being the Architect of Your Game.
2.7 Audiovisual Content -- 3 Step 3: Badges or Game Cards: Is There More to It Than Just a Grade? -- 3.1 Example 1: "The French Language Class" -- 3.2 Example 2: "The Spanish Translation Course" -- 4 Step 4: Set Up and the Role of the Game Master -- 5 Step 5: Assessment -- 5.1 Rubrics -- 5.2 Checklists -- 6 Key Concepts -- Note -- References -- 3. Do's, Don'ts and Implications for Practice -- 1 Do's -- 2 Don'ts -- 3 Escape Games: Implications for Practice -- 4 Key Concepts -- References -- 4. Escape Game - Example 1: Escaping Finance -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Online Adaptation -- 11 Printable Item 1 -- World map -- Notes -- References -- 5. Escape Game - Example 2: Operation Punctuation Check -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Face-to-Face Adaptation -- Notes -- Part 2: And Much More… -- 6. Digital Storytelling: A How-to Guide -- 1 How to Apply DST in the Classroom -- 1.1 Preproduction Phase -- 1.2 Production Phase -- 1.3 Postproduction Phase -- 1.4 Postdistribution Phase -- 2 Checklist for Students When Preparing Their DST Assignment -- 3 Assessment -- 4 Key Concepts -- References -- 7. Classroom or Immediate Response Systems: Interaction Tools -- 1 Pear Deck -- 2 An Example of the Use of the Tool Pear Deck in the Modern: Languages Classroom -- 3 An Example of the Use of the Tool Pear Deck in the Translation Classroom -- 4 Nearpod.
5 An Example of the Use of the Tool Nearpod in a Spanish Classroom -- 6 Wooclap -- 7 An Example of the Use of the Tool Wooclap in a Translation Course -- 8 Overview of Tools -- 9 Key Concepts -- Notes -- References -- 8. Social Networks: A Possibility for the Classroom -- 1 Practical Examples and Tools -- 2 Key Concepts -- References -- 9. The Virtual Scenario: A New Teaching &amp -- Learning Reality -- 1 The Virtual Scenario in the Translation Class: A World of Possibilities -- 2 What Do Students Think about Online Translation Learning? -- 3 What Do Teachers Think about Online Translation Teaching? -- 4 The Virtual Scenario in the Modern Languages Class: Endless Opportunities for Learning -- 5 Working Collaboratively Online: Advantages &amp -- Disadvantages -- 6 Key Concepts -- References -- 10. The Role of AI in Modern Languages &amp -- TranslationDegrees -- 1 Understanding AI in Language Learning and Translation -- 2 AI Tools for Language Learning, Translation &amp -- Localization -- 3 Ethical Considerations in AI Applications -- 4 AI's Impact on Language Professionals -- 5 Case Studies -- 6 Lesson Plan for Prompt 1 -- 7 Academic Suggestions for Prompt 2 -- 8 Lesson Plan for Prompt 3 -- 9 Reviewer Suggestions for Prompt 4 -- 10 Future Directions and Challenges -- 11 Key Concepts -- References -- 11. Final Thoughts -- Reference -- Index.
Description based on publisher supplied metadata and other sources.
Description based on print version record.
Dive into the future of language education with our guide, blending innovation with practical application. Unlock the power of gamification, digital storytelling, and AI to make learning more engaging and effective. Transform classes into dynamic, interactive experiences that captivate students. Master classroom response systems and utilize social networks to enhance educational outcomes. This book is a must-have for educators seeking to revolutionize their teaching methods and bring languages to life. Get ready to elevate your teaching strategies and inspire your students. Embrace the change and lead the way in modern language education.
English
Includes bibliographical references and index.
Education.
Language Education.
Languages and Linguistics.
Print version: Urbieta, Alexandra Santamaría Games and Much More for the Modern Languages and Translation Class Boston : BRILL,c2024 9789004704633
Peñalver, Elena Alcalde, editor.
Urbieta, Alexandra Santamaría, editor.
Educational Research E-Books Online, Collection 2024.
language English
format eBook
author2 Peñalver, Elena Alcalde,
Urbieta, Alexandra Santamaría,
author_facet Peñalver, Elena Alcalde,
Urbieta, Alexandra Santamaría,
author2_variant e a p ea eap
a s u as asu
author2_role TeilnehmendeR
TeilnehmendeR
title Games and Much More for the Modern Languages and Translation Class /
spellingShingle Games and Much More for the Modern Languages and Translation Class /
Educational Research E-Books Online, Collection 2024
Intro -- Contents -- Foreword -- Preface -- Acknowledgments -- Figures and Tables -- Figures -- Tables -- Part 1: Escape Games for the Modern Languages and Translation Class… -- 1. Theoretical Framework -- 1 Teaching Translation and Modern Languages Nowadays -- 2 The Use of Active Methodologies in the Translation and Modern Languages Classroom: First Steps towards Gamification -- 3 Game-Based Learning: What It Is and What It Entails -- 4 Features of Gamification -- 5 Advantages of Including Gamification in Teaching Plans -- 6 Acquisition and Use of Skills for Problem-Solving -- 7 Socialization and Cooperation -- 8 Increased Concentration -- 9 Personal Autonomy -- 10 Close Teacher-Student Relationship -- 11 Assimilation and Interconnection of Content -- 12 Participation -- 13 Development of Critical Thinking Skills -- 14 Development of Digital Literacy Skills -- 15 Motivation and Gamification: Bros or Foes? -- 16 Teachers' Motivation -- 17 Student Motivation -- 18 Challenges and Drawbacks of Including Gamification in Teaching Plans -- 19 Overemphasis on Competition -- 20 Damaged Self-Esteem -- 21 Challenge Implementation -- 22 Access Difficulties -- 23 Fatigue -- 24 Modern Languages, Translation and Gamification: What Has Been Done So Far? -- 25 Key Concepts -- References -- 2. Escape Game Structure: A Proposal -- 1 Step 1: Features of the Narrative -- 1.1 Identify the Learning Objectives -- 1.2 Integrate Language and Translation Tasks -- 1.3 Develop the Plot -- 1.4 Develop Characters That are Engaging and Relatable -- 1.5 Present the Narrative in an Engaging Manner -- 2 Step 2: Missions or Challenges -- 2.1 Stick to Your Objectives and Do Not Deviate! -- 2.2 Levels of Difficulty -- 2.3 Scaffolding -- 2.4 Number of Missions or Challenges -- 2.5 Individual vs Collaborative -- 2.6 Organization and Sequencing: Being the Architect of Your Game.
2.7 Audiovisual Content -- 3 Step 3: Badges or Game Cards: Is There More to It Than Just a Grade? -- 3.1 Example 1: "The French Language Class" -- 3.2 Example 2: "The Spanish Translation Course" -- 4 Step 4: Set Up and the Role of the Game Master -- 5 Step 5: Assessment -- 5.1 Rubrics -- 5.2 Checklists -- 6 Key Concepts -- Note -- References -- 3. Do's, Don'ts and Implications for Practice -- 1 Do's -- 2 Don'ts -- 3 Escape Games: Implications for Practice -- 4 Key Concepts -- References -- 4. Escape Game - Example 1: Escaping Finance -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Online Adaptation -- 11 Printable Item 1 -- World map -- Notes -- References -- 5. Escape Game - Example 2: Operation Punctuation Check -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Face-to-Face Adaptation -- Notes -- Part 2: And Much More… -- 6. Digital Storytelling: A How-to Guide -- 1 How to Apply DST in the Classroom -- 1.1 Preproduction Phase -- 1.2 Production Phase -- 1.3 Postproduction Phase -- 1.4 Postdistribution Phase -- 2 Checklist for Students When Preparing Their DST Assignment -- 3 Assessment -- 4 Key Concepts -- References -- 7. Classroom or Immediate Response Systems: Interaction Tools -- 1 Pear Deck -- 2 An Example of the Use of the Tool Pear Deck in the Modern: Languages Classroom -- 3 An Example of the Use of the Tool Pear Deck in the Translation Classroom -- 4 Nearpod.
5 An Example of the Use of the Tool Nearpod in a Spanish Classroom -- 6 Wooclap -- 7 An Example of the Use of the Tool Wooclap in a Translation Course -- 8 Overview of Tools -- 9 Key Concepts -- Notes -- References -- 8. Social Networks: A Possibility for the Classroom -- 1 Practical Examples and Tools -- 2 Key Concepts -- References -- 9. The Virtual Scenario: A New Teaching &amp -- Learning Reality -- 1 The Virtual Scenario in the Translation Class: A World of Possibilities -- 2 What Do Students Think about Online Translation Learning? -- 3 What Do Teachers Think about Online Translation Teaching? -- 4 The Virtual Scenario in the Modern Languages Class: Endless Opportunities for Learning -- 5 Working Collaboratively Online: Advantages &amp -- Disadvantages -- 6 Key Concepts -- References -- 10. The Role of AI in Modern Languages &amp -- TranslationDegrees -- 1 Understanding AI in Language Learning and Translation -- 2 AI Tools for Language Learning, Translation &amp -- Localization -- 3 Ethical Considerations in AI Applications -- 4 AI's Impact on Language Professionals -- 5 Case Studies -- 6 Lesson Plan for Prompt 1 -- 7 Academic Suggestions for Prompt 2 -- 8 Lesson Plan for Prompt 3 -- 9 Reviewer Suggestions for Prompt 4 -- 10 Future Directions and Challenges -- 11 Key Concepts -- References -- 11. Final Thoughts -- Reference -- Index.
title_full Games and Much More for the Modern Languages and Translation Class / edited by Alexandra Santamaría Urbieta and Elena Alcalde Peñalver.
title_fullStr Games and Much More for the Modern Languages and Translation Class / edited by Alexandra Santamaría Urbieta and Elena Alcalde Peñalver.
title_full_unstemmed Games and Much More for the Modern Languages and Translation Class / edited by Alexandra Santamaría Urbieta and Elena Alcalde Peñalver.
title_auth Games and Much More for the Modern Languages and Translation Class /
title_new Games and Much More for the Modern Languages and Translation Class /
title_sort games and much more for the modern languages and translation class /
series Educational Research E-Books Online, Collection 2024
series2 Educational Research E-Books Online, Collection 2024
publisher Brill,
publishDate 2024
physical 1 online resource (265 pages)
edition 1st ed.
contents Intro -- Contents -- Foreword -- Preface -- Acknowledgments -- Figures and Tables -- Figures -- Tables -- Part 1: Escape Games for the Modern Languages and Translation Class… -- 1. Theoretical Framework -- 1 Teaching Translation and Modern Languages Nowadays -- 2 The Use of Active Methodologies in the Translation and Modern Languages Classroom: First Steps towards Gamification -- 3 Game-Based Learning: What It Is and What It Entails -- 4 Features of Gamification -- 5 Advantages of Including Gamification in Teaching Plans -- 6 Acquisition and Use of Skills for Problem-Solving -- 7 Socialization and Cooperation -- 8 Increased Concentration -- 9 Personal Autonomy -- 10 Close Teacher-Student Relationship -- 11 Assimilation and Interconnection of Content -- 12 Participation -- 13 Development of Critical Thinking Skills -- 14 Development of Digital Literacy Skills -- 15 Motivation and Gamification: Bros or Foes? -- 16 Teachers' Motivation -- 17 Student Motivation -- 18 Challenges and Drawbacks of Including Gamification in Teaching Plans -- 19 Overemphasis on Competition -- 20 Damaged Self-Esteem -- 21 Challenge Implementation -- 22 Access Difficulties -- 23 Fatigue -- 24 Modern Languages, Translation and Gamification: What Has Been Done So Far? -- 25 Key Concepts -- References -- 2. Escape Game Structure: A Proposal -- 1 Step 1: Features of the Narrative -- 1.1 Identify the Learning Objectives -- 1.2 Integrate Language and Translation Tasks -- 1.3 Develop the Plot -- 1.4 Develop Characters That are Engaging and Relatable -- 1.5 Present the Narrative in an Engaging Manner -- 2 Step 2: Missions or Challenges -- 2.1 Stick to Your Objectives and Do Not Deviate! -- 2.2 Levels of Difficulty -- 2.3 Scaffolding -- 2.4 Number of Missions or Challenges -- 2.5 Individual vs Collaborative -- 2.6 Organization and Sequencing: Being the Architect of Your Game.
2.7 Audiovisual Content -- 3 Step 3: Badges or Game Cards: Is There More to It Than Just a Grade? -- 3.1 Example 1: "The French Language Class" -- 3.2 Example 2: "The Spanish Translation Course" -- 4 Step 4: Set Up and the Role of the Game Master -- 5 Step 5: Assessment -- 5.1 Rubrics -- 5.2 Checklists -- 6 Key Concepts -- Note -- References -- 3. Do's, Don'ts and Implications for Practice -- 1 Do's -- 2 Don'ts -- 3 Escape Games: Implications for Practice -- 4 Key Concepts -- References -- 4. Escape Game - Example 1: Escaping Finance -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Online Adaptation -- 11 Printable Item 1 -- World map -- Notes -- References -- 5. Escape Game - Example 2: Operation Punctuation Check -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Face-to-Face Adaptation -- Notes -- Part 2: And Much More… -- 6. Digital Storytelling: A How-to Guide -- 1 How to Apply DST in the Classroom -- 1.1 Preproduction Phase -- 1.2 Production Phase -- 1.3 Postproduction Phase -- 1.4 Postdistribution Phase -- 2 Checklist for Students When Preparing Their DST Assignment -- 3 Assessment -- 4 Key Concepts -- References -- 7. Classroom or Immediate Response Systems: Interaction Tools -- 1 Pear Deck -- 2 An Example of the Use of the Tool Pear Deck in the Modern: Languages Classroom -- 3 An Example of the Use of the Tool Pear Deck in the Translation Classroom -- 4 Nearpod.
5 An Example of the Use of the Tool Nearpod in a Spanish Classroom -- 6 Wooclap -- 7 An Example of the Use of the Tool Wooclap in a Translation Course -- 8 Overview of Tools -- 9 Key Concepts -- Notes -- References -- 8. Social Networks: A Possibility for the Classroom -- 1 Practical Examples and Tools -- 2 Key Concepts -- References -- 9. The Virtual Scenario: A New Teaching &amp -- Learning Reality -- 1 The Virtual Scenario in the Translation Class: A World of Possibilities -- 2 What Do Students Think about Online Translation Learning? -- 3 What Do Teachers Think about Online Translation Teaching? -- 4 The Virtual Scenario in the Modern Languages Class: Endless Opportunities for Learning -- 5 Working Collaboratively Online: Advantages &amp -- Disadvantages -- 6 Key Concepts -- References -- 10. The Role of AI in Modern Languages &amp -- TranslationDegrees -- 1 Understanding AI in Language Learning and Translation -- 2 AI Tools for Language Learning, Translation &amp -- Localization -- 3 Ethical Considerations in AI Applications -- 4 AI's Impact on Language Professionals -- 5 Case Studies -- 6 Lesson Plan for Prompt 1 -- 7 Academic Suggestions for Prompt 2 -- 8 Lesson Plan for Prompt 3 -- 9 Reviewer Suggestions for Prompt 4 -- 10 Future Directions and Challenges -- 11 Key Concepts -- References -- 11. Final Thoughts -- Reference -- Index.
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Escape Game Structure: A Proposal -- 1 Step 1: Features of the Narrative -- 1.1 Identify the Learning Objectives -- 1.2 Integrate Language and Translation Tasks -- 1.3 Develop the Plot -- 1.4 Develop Characters That are Engaging and Relatable -- 1.5 Present the Narrative in an Engaging Manner -- 2 Step 2: Missions or Challenges -- 2.1 Stick to Your Objectives and Do Not Deviate! -- 2.2 Levels of Difficulty -- 2.3 Scaffolding -- 2.4 Number of Missions or Challenges -- 2.5 Individual vs Collaborative -- 2.6 Organization and Sequencing: Being the Architect of Your Game.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">2.7 Audiovisual Content -- 3 Step 3: Badges or Game Cards: Is There More to It Than Just a Grade? -- 3.1 Example 1: "The French Language Class" -- 3.2 Example 2: "The Spanish Translation Course" -- 4 Step 4: Set Up and the Role of the Game Master -- 5 Step 5: Assessment -- 5.1 Rubrics -- 5.2 Checklists -- 6 Key Concepts -- Note -- References -- 3. Do's, Don'ts and Implications for Practice -- 1 Do's -- 2 Don'ts -- 3 Escape Games: Implications for Practice -- 4 Key Concepts -- References -- 4. Escape Game - Example 1: Escaping Finance -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Online Adaptation -- 11 Printable Item 1 -- World map -- Notes -- References -- 5. Escape Game - Example 2: Operation Punctuation Check -- Subject -- Content -- Recommended Time for the Escape Game -- 1 Objectives -- 2 Competences Developed -- 3 Student Grouping Strategy -- 4 Previous Considerations -- 5 Presentation of the Narrative and Plot -- 6 Materials -- 7 Preparation of the Game -- 8 Game Sequence -- 9 Summary -- 10 Face-to-Face Adaptation -- Notes -- Part 2: And Much More… -- 6. Digital Storytelling: A How-to Guide -- 1 How to Apply DST in the Classroom -- 1.1 Preproduction Phase -- 1.2 Production Phase -- 1.3 Postproduction Phase -- 1.4 Postdistribution Phase -- 2 Checklist for Students When Preparing Their DST Assignment -- 3 Assessment -- 4 Key Concepts -- References -- 7. Classroom or Immediate Response Systems: Interaction Tools -- 1 Pear Deck -- 2 An Example of the Use of the Tool Pear Deck in the Modern: Languages Classroom -- 3 An Example of the Use of the Tool Pear Deck in the Translation Classroom -- 4 Nearpod.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">5 An Example of the Use of the Tool Nearpod in a Spanish Classroom -- 6 Wooclap -- 7 An Example of the Use of the Tool Wooclap in a Translation Course -- 8 Overview of Tools -- 9 Key Concepts -- Notes -- References -- 8. Social Networks: A Possibility for the Classroom -- 1 Practical Examples and Tools -- 2 Key Concepts -- References -- 9. The Virtual Scenario: A New Teaching &amp;amp -- Learning Reality -- 1 The Virtual Scenario in the Translation Class: A World of Possibilities -- 2 What Do Students Think about Online Translation Learning? -- 3 What Do Teachers Think about Online Translation Teaching? -- 4 The Virtual Scenario in the Modern Languages Class: Endless Opportunities for Learning -- 5 Working Collaboratively Online: Advantages &amp;amp -- Disadvantages -- 6 Key Concepts -- References -- 10. The Role of AI in Modern Languages &amp;amp -- TranslationDegrees -- 1 Understanding AI in Language Learning and Translation -- 2 AI Tools for Language Learning, Translation &amp;amp -- Localization -- 3 Ethical Considerations in AI Applications -- 4 AI's Impact on Language Professionals -- 5 Case Studies -- 6 Lesson Plan for Prompt 1 -- 7 Academic Suggestions for Prompt 2 -- 8 Lesson Plan for Prompt 3 -- 9 Reviewer Suggestions for Prompt 4 -- 10 Future Directions and Challenges -- 11 Key Concepts -- References -- 11. Final Thoughts -- Reference -- Index.</subfield></datafield><datafield tag="588" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources.</subfield></datafield><datafield tag="588" ind1=" " ind2=" "><subfield code="a">Description based on print version record.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">Dive into the future of language education with our guide, blending innovation with practical application. Unlock the power of gamification, digital storytelling, and AI to make learning more engaging and effective. Transform classes into dynamic, interactive experiences that captivate students. Master classroom response systems and utilize social networks to enhance educational outcomes. This book is a must-have for educators seeking to revolutionize their teaching methods and bring languages to life. Get ready to elevate your teaching strategies and inspire your students. Embrace the change and lead the way in modern language education.</subfield></datafield><datafield tag="546" ind1=" " ind2=" "><subfield code="a">English</subfield></datafield><datafield tag="504" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references and index.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Education.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Language Education.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Languages and Linguistics.</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="a">Urbieta, Alexandra Santamaría</subfield><subfield code="t">Games and Much More for the Modern Languages and Translation Class</subfield><subfield code="d">Boston : BRILL,c2024</subfield><subfield code="z">9789004704633</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Peñalver, Elena Alcalde,</subfield><subfield code="e">editor.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Urbieta, Alexandra Santamaría,</subfield><subfield code="e">editor.</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Educational Research E-Books Online, Collection 2024.</subfield></datafield><datafield tag="ADM" ind1=" " ind2=" "><subfield code="b">2024-09-03 00:15:32 Europe/Vienna</subfield><subfield code="d">00</subfield><subfield code="f">system</subfield><subfield code="c">marc21</subfield><subfield code="a">2024-08-06 11:01:04 Europe/Vienna</subfield><subfield code="g">false</subfield></datafield><datafield tag="AVE" ind1=" " ind2=" "><subfield code="i">Brill</subfield><subfield code="P">EBA Brill All</subfield><subfield code="x">https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&amp;portfolio_pid=5357310650004498&amp;Force_direct=true</subfield><subfield code="Z">5357310650004498</subfield><subfield code="b">Available</subfield><subfield code="8">5357310650004498</subfield></datafield></record></collection>