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Roger Dale Jones

    Developing video game literacy in the EFL classroom
    Cracking
    Me and Robin Hood
    The Duke
    • The Duke

      • 64pages
      • 3 heures de lecture

      The Duke is a brand new live solo show by Shon Dale-Jones, a funny and poignant one-man show which playfully mixes fantasy and reality.

      The Duke
    • Me and Robin Hood

      • 56pages
      • 2 heures de lecture

      Questions the value of art and the power of storytelling. Ticket proceeds in aid of Street Child United.

      Me and Robin Hood
    • As I walk past the funeral parlour, I see a poster next to their two-for-one offer. It's a wanted poster with my name on it. A completely made-up true story. When the world goes mad, do we inevitably go mad too? When Shôn playfully cracks an egg on his mother's head, he has no idea real-life internet trolls will appear on his doorstep. Cracking takes on the battle between love and hate, asking what's funny and where we draw the line. Part stand-up, part theatre, Cracking is a funny, touching and thought-provoking solo performance that sews together fact and fiction into one seamless whole making us wonder what's real, what's not and what's gone wrong. This story about love and hatred celebrates how searching for connection beats disconnecting. This edition was published to coincide with the UK tour starting in February 2024.

      Cracking
    • Developing video game literacy in the EFL classroom

      A Qualitative Analysis of 10th Grade Classroom Game Discourse

      Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.

      Developing video game literacy in the EFL classroom