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    Keyword: educational games; the EFL teaching; computer technology; application and practice; development and prospect

    Contents

     1. Introduction..1

        1.1. Background and Objective of the Study....1

       1.2. Significance of the Study...2

    1.3. Structure of the Thesis.2

     2. Literature Review ....3

        2.1. Introduction to Educational Games.....3

           2.1.1. Definition3

           2.1.2. The Origin and Development4

           2.1.3. Comparison with Traditional EFL Teaching Games.4

           2.1.4. Classification of Educational Games5

           2.1.5. Characteristics and Advantages..5

        2.2. Theoretical Framework and Mechanism...6

           2.2.1. Drive Theory.6

           2.2.2. Flow Theory..7

           2.2.3. Hierarchy of Human Needs .8

        2.3. Relevant Studies of Educational Games Abroad and at Home.....9

           2.3.1. Relevant Studies of Educational Games Abroad.....9

           2.3.2. Relevant Studies of Educational Games at Home...10

           2.3.3. Comparisons of the Studies Abroad and at Home...10

      3. Applications of Educational Games in EFL Teaching Abroad11

    3.1. The Development of Applications in Educational Games Abroad.....11

    3.2. Examples of Applications in EFL Teaching Abroad...12

       3.2.1. Games-to-Teach Project in the U.S..12

       3.2.2. Enlight Entertainment in Canada13

    3.3. Summary ...14

      4.Application of Educational Games in EFL Teaching at Home..16

        4.1. The Development of Applications in Educational Games at Home....16

    4.2. Examples of Applications in EFL Teaching at Home...17

       4.2.1.Online Educational Game---Wawayaya...17

       4.2.2.Educational Game Website---K2play Happy Learning....18

    4.3. Development and Prospect of Educational Games in China....19

       4.3.1. Analysis of the Application in EFL Teaching19

       4.3.2. Necessity of Developing Educational Games Theories...19

       4.3.3. Prospect and Suggestions in EFL Teaching...20

    4.4. Summary.....20

     5. Conclusions....21

     References....22

    1. Introduction

    1.1 Background and Objective of the Study

        With the fast development of the society, educational games have become new forms of  language teaching. Early in 1980s, many educators studied and researched educational games mostly in western countries. Gradually, people accepted the concept of playing games in class for educational purposes. At the beginning, teachers guided students to play some simple games, like board games, card games and role-play games. These games are traditional classroom games. Educators believe that playing games is a way to encourage students to take part in the teaching procedure of language because games are easy and interesting for children. Then educators found that simple games were not enough to approach the teaching and learning goals. Educational games were created as a new resource and platform to enhance EFL teaching and learning. And many educators like Driskell (1988), Dwyer (2003), Bracey (2005) studied on the applications of video games in teaching, especially in EFL Teaching. As the fast development of computers and technologies,educational games have survived for centuries. Now, educational games have significant impacts on students and provide them with a more comfortable and personal environment in which they can play and learn. Nowadays, the combination of computer technologies and language learning becomes a tendency of social development. 

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