000866497 000__ 04722cam\a2200529Ii\4500 000866497 001__ 866497 000866497 005__ 20230306145715.0 000866497 006__ m\\\\\o\\d\\\\\\\\ 000866497 007__ cr\cn\nnnunnun 000866497 008__ 190401s2019\\\\sz\\\\\\o\\\\\000\0\eng\d 000866497 019__ $$a1091258168 000866497 020__ $$a9783030125677$$q(electronic book) 000866497 020__ $$a303012567X$$q(electronic book) 000866497 020__ $$z9783030125660 000866497 020__ $$z3030125661 000866497 035__ $$aSP(OCoLC)on1091029090 000866497 035__ $$aSP(OCoLC)1091029090$$z(OCoLC)1091258168 000866497 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dN$T$$dYDX$$dGW5XE$$dEBLCP 000866497 043__ $$aa-ja--- 000866497 049__ $$aISEA 000866497 050_4 $$aLB1027 000866497 08204 $$a371.3$$223 000866497 24500 $$aInnovation in Language Teaching and Learning :$$bThe Case of Japan /$$ceditors, Hayo Reinders, Stephen Ryan and Sachiko Nakamura. 000866497 264_1 $$aCham, Switzerland :$$bPalgrave Macmillan,$$c2019. 000866497 300__ $$a1 online resource. 000866497 336__ $$atext$$btxt$$2rdacontent 000866497 337__ $$acomputer$$bc$$2rdamedia 000866497 338__ $$aonline resource$$bcr$$2rdacarrier 000866497 4901_ $$aNew language learning and teaching environments 000866497 5050_ $$aIntro; Contents; Notes on Contributors; List of Figures; List of Tables; The Scope of Innovation in Japanese Language Education; References; English in Japan in an Era of Global Uncertainty; English as a Global Language; Content and Engagement; English in Japan: Past and Present; A Changing Geopolitical Landscape; References; CLIL in Comparison with PPP: A Revolution in ELT by Competency-Based Language Education; Introduction; Area of Innovation; Impetus for the Innovation; The Context; The Lessons; Overview of the Lessons; Word Variation; Teachers' Questions; Pupils' Language Production 000866497 5058_ $$aFindingsImplications; Conclusion; References; Innovation in Elementary Classrooms: Integrating the Teaching of English, History and Peace Linguistics; Area of Innovation; Localized Peace Education Content; Specific Attention Given to the Language of Empathy; Collaborative Instruction; Impetus for the Innovation; The Context; Findings; Understanding of Local History and Development of Compassion; Communication in English; Awareness and Use of the Language of Empathy; Awareness of Racial Diversity; Discussion; Implications and Conclusion; References 000866497 5058_ $$aInviting Children's Views for Designing Digital Game TasksArea of Innovation; Impetus for the Innovation; Policy and Practice of Primary School English in Japan; Digital Games as Tasks for Foreign-Language Learning; Searching for a Child-Centered Approach to Task Designs; The Context; Participants; Procedures; Step 1: Identifying Game Elements That Engage Learners; Step 2: Identifying Learning Elements That Promote Vocabulary Learning; Step 3: Designing a Digital Game Task; Step 4: Presenting Game Tasks and Conducting Peer- and Self-Evaluation 000866497 5058_ $$aStep 5: Making a Digital Game and Inviting Children to Evaluate ItAnalysis; Findings; What Worked #1: Identifying Task-Based Game and Learning Elements from the Children's Point of View; What Worked #2: Providing Children with Opportunities for Self-Reflection; Challenge #1: Difficulty Going Beyond Their Experience in Task Designs; Challenge #2: Moving Learning Beyond the Gaming Context; Implications and Conclusions; References; Learning Across Generations: A Small-Scale Initiative; Introduction; The Background and Impetus for Innovation; Educational Reform; The Demographic Shift 000866497 5058_ $$aThe Matsue ContextThe Growth in Tourism; Matsue Kita High School; The Project; The Participants; Stage One: The Seeds of Innovation; Stage Two: 'Active Human Project'; Teachers and/or Learners; Implications; References; It's Your Turn: EFL Teaching and Learning with Tabletop Games; Contemporary Tabletop Games; Impetus for the Innovation; Innovation in Three Contexts; Classroom Context: 'Kotaba Rollers'; An Extracurricular Project: "Game Terakoya"; Self-Access Learning: Tokoha Game Lab; Findings; Kotoba Rollers; Game Terakoya; Tokoha Game Lab; Implications; Game Literacy for Teachers 000866497 506__ $$aAccess limited to authorized users. 000866497 588__ $$aOnline resource; title from PDF title page (viewed April 2, 2019). 000866497 650_0 $$aEducational innovations$$zJapan. 000866497 650_0 $$aLanguage and languages$$xStudy and teaching$$zJapan. 000866497 7001_ $$aReinders, Hayo,$$eeditor. 000866497 7001_ $$aRyan, Stephen,$$eeditor. 000866497 7001_ $$aNakamura, Sachiko,$$eeditor. 000866497 77608 $$iPrint version: $$z3030125661$$z9783030125660$$w(OCoLC)1082238116 000866497 830_0 $$aNew language learning and teaching environments. 000866497 852__ $$bebk 000866497 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-030-12567-7$$zOnline Access$$91397441.1 000866497 909CO $$ooai:library.usi.edu:866497$$pGLOBAL_SET 000866497 980__ $$aEBOOK 000866497 980__ $$aBIB 000866497 982__ $$aEbook 000866497 983__ $$aOnline 000866497 994__ $$a92$$bISE