Gamification is an entertaining, fun, and educational way to teach and learn English as a second or foreign language and escape boredom in the classroom. This volume presents the general premises of applying gamification to the learning experience and the advantages of implementing escape rooms, breakouts, and breakout boxes in the classroom. It also considers a wide range of practical proposals in varied subject areas, easily adaptable to any education level and perfect for the practice of lexical and grammatical content for students learning English.
Perspectives on Discourse Analysis
This guide provides the theoretical knowledge and empirical tools for Discourse Analysis. Conceived as a university course, it is useful for anyone who wants to acquire the skills to analyze any type of discourse, from medical to computer-mediated.
