Author: Craig Atkinson
Publisher: PHD
ISBN:
Category :
Languages : en
Pages : 101
Book Description
Cuando los investigadores comenzaron a explorar el grado de inmersión e interés tan grande de la gente en los videojuegos, se quedaron perplejos. ¿Cómo es que la gente pone más esfuerzo en estos juegos que en su trabajo diario y en sus relaciones personales? ¿Por qué cuando juegan están contentos de trabajar tan duro durante tanto tiempo sin recibir un sueldo por ello? ¿Cómo están estos jugadores, tras haber malgastado su juventud encerrados en su cuarto conectados de manera diferente? ¿Estamos presenciando un cambio significativo en la evolución de la psicología humana? Las ideas que emergen de esta investigación tienen repercusiones muy grandes, no solo para el mundo del trabajo, sino también para una incipiente “economía de participación”. Y la “Gamificación”– la aplicación de nociones de mecánicas de juego muy atractivas, programas de fidelización y economía del comportamiento para impulsar la participación del usuario – son la esencia de este tema. A medida que construyamos una nueva economía digital, será casi inevitable que todos tengamos cada vez más tiempo libre – y las plataformas “gamificadas” nos ayudarán a utilizar ese tiempo de manera beneficiosa. GAME CHANGE explora algunas de las iniciativas más revolucionarias que hemos visto en este campo. Desglosa los mecanismos persuasivos del juego y ofrece ideas sobre cómo poner la teoría en práctica. ASÍ QUE, JUGUEMOS. Es hora de seleccionar un avatar y algunos poderes especiales. El viaje a través de este mundo desafiante comienza en la primera página.
GAME CHANGE
Author: Craig Atkinson
Publisher: PHD
ISBN:
Category :
Languages : en
Pages : 101
Book Description
Cuando los investigadores comenzaron a explorar el grado de inmersión e interés tan grande de la gente en los videojuegos, se quedaron perplejos. ¿Cómo es que la gente pone más esfuerzo en estos juegos que en su trabajo diario y en sus relaciones personales? ¿Por qué cuando juegan están contentos de trabajar tan duro durante tanto tiempo sin recibir un sueldo por ello? ¿Cómo están estos jugadores, tras haber malgastado su juventud encerrados en su cuarto conectados de manera diferente? ¿Estamos presenciando un cambio significativo en la evolución de la psicología humana? Las ideas que emergen de esta investigación tienen repercusiones muy grandes, no solo para el mundo del trabajo, sino también para una incipiente “economía de participación”. Y la “Gamificación”– la aplicación de nociones de mecánicas de juego muy atractivas, programas de fidelización y economía del comportamiento para impulsar la participación del usuario – son la esencia de este tema. A medida que construyamos una nueva economía digital, será casi inevitable que todos tengamos cada vez más tiempo libre – y las plataformas “gamificadas” nos ayudarán a utilizar ese tiempo de manera beneficiosa. GAME CHANGE explora algunas de las iniciativas más revolucionarias que hemos visto en este campo. Desglosa los mecanismos persuasivos del juego y ofrece ideas sobre cómo poner la teoría en práctica. ASÍ QUE, JUGUEMOS. Es hora de seleccionar un avatar y algunos poderes especiales. El viaje a través de este mundo desafiante comienza en la primera página.
Publisher: PHD
ISBN:
Category :
Languages : en
Pages : 101
Book Description
Cuando los investigadores comenzaron a explorar el grado de inmersión e interés tan grande de la gente en los videojuegos, se quedaron perplejos. ¿Cómo es que la gente pone más esfuerzo en estos juegos que en su trabajo diario y en sus relaciones personales? ¿Por qué cuando juegan están contentos de trabajar tan duro durante tanto tiempo sin recibir un sueldo por ello? ¿Cómo están estos jugadores, tras haber malgastado su juventud encerrados en su cuarto conectados de manera diferente? ¿Estamos presenciando un cambio significativo en la evolución de la psicología humana? Las ideas que emergen de esta investigación tienen repercusiones muy grandes, no solo para el mundo del trabajo, sino también para una incipiente “economía de participación”. Y la “Gamificación”– la aplicación de nociones de mecánicas de juego muy atractivas, programas de fidelización y economía del comportamiento para impulsar la participación del usuario – son la esencia de este tema. A medida que construyamos una nueva economía digital, será casi inevitable que todos tengamos cada vez más tiempo libre – y las plataformas “gamificadas” nos ayudarán a utilizar ese tiempo de manera beneficiosa. GAME CHANGE explora algunas de las iniciativas más revolucionarias que hemos visto en este campo. Desglosa los mecanismos persuasivos del juego y ofrece ideas sobre cómo poner la teoría en práctica. ASÍ QUE, JUGUEMOS. Es hora de seleccionar un avatar y algunos poderes especiales. El viaje a través de este mundo desafiante comienza en la primera página.
303 Preschooler-Approved Exercises and Active Games
Author: Kimberly Wechsler
Publisher: Turner Publishing Company
ISBN: 0897936310
Category : Juvenile Nonfiction
Languages : en
Pages : 183
Book Description
303 Preschooler-Approved Exercises and Active Games is written specifically for children ages 2-5 years old. In the Building Blocks of Fitness section, each fitness and sport skill is taught in different stages. This allows teachers, counselors, or parents to teach their preschooler a skill that sets the foundation of a more difficult skill; the next level adds a new and more complex element. By doing this, the preschool child will be safe and will feel confident about themselves. Children will learn: • Sportsmanship • Socialization skills • Self-control • How to focus and follow rules • How to share • Reasoning and thinking skills The preschool years are filled with milestones and major physical changes; young children will develop physically, intellectually, emotionally, and socially. During this time, lifestyle behaviors begin to emerge that can define a pattern of behaviors all the way through adulthood. It is vital to a child’s health to instill healthy lifestyle habits, behaviors, and disciplines during these young years. Through creative physical activities and easy-to-follow guidelines, this book will teach families how to navigate their dynamic and hectic lifestyles into a healthy and active lifestyle. Being physically active is an invaluable gift for a child, a gift that keeps on giving even into adulthood. What motivates a five year old will be different than what motivates a twelve year old. It’s not a “one size fits all” when it comes to fitness. Children have specific physiologic differences that make them unique; they grow, mature and develop skills at different ages, so what may be skill appropriate for one child could be harmful for another child, fitness programs, exercises and activities must be designed specific to each developmental stage. Think of fitness in terms of building a pyramid. In order to have a strong foundation, preschoolers must learn the basic building blocks of fitness. Each year, as kids grow older, they are building on the foundations that were created in the previous years and moving on to more complex movements and skills. Moving from hitting a stationary ball to one that is thrown, bouncing a ball with two hands to bouncing it with one, and progressing from a bike with training wheels to one without, are all milestones that are accomplished during childhood. Kids will play longer and harder than those at the earlier stage of development. They can actually follow multi-task directions (e.g., run to the cone, jump up and down three times, then run back to me) and enjoy playing in a group more. For quick access and easy to follow directions, the activities are organized into six sections of different games and exercises that can easily fit into a child's allotted playtime. Throughout these sections, children can become more aware of their bodily functions, develop sportsmanship and team-working skills, increase energy expenditure, help strengthen muscles and bones, and improve cardiovascular endurance. Preschoolers can decrease the risk of serious illnesses later in life while increasing their creative development. Play and exercise helps children to grow and learn about how the world works. 303 Preschooler-Approved Exercises and Active Games is a physically active way to bring fun and laughter into a child’s life.
Publisher: Turner Publishing Company
ISBN: 0897936310
Category : Juvenile Nonfiction
Languages : en
Pages : 183
Book Description
303 Preschooler-Approved Exercises and Active Games is written specifically for children ages 2-5 years old. In the Building Blocks of Fitness section, each fitness and sport skill is taught in different stages. This allows teachers, counselors, or parents to teach their preschooler a skill that sets the foundation of a more difficult skill; the next level adds a new and more complex element. By doing this, the preschool child will be safe and will feel confident about themselves. Children will learn: • Sportsmanship • Socialization skills • Self-control • How to focus and follow rules • How to share • Reasoning and thinking skills The preschool years are filled with milestones and major physical changes; young children will develop physically, intellectually, emotionally, and socially. During this time, lifestyle behaviors begin to emerge that can define a pattern of behaviors all the way through adulthood. It is vital to a child’s health to instill healthy lifestyle habits, behaviors, and disciplines during these young years. Through creative physical activities and easy-to-follow guidelines, this book will teach families how to navigate their dynamic and hectic lifestyles into a healthy and active lifestyle. Being physically active is an invaluable gift for a child, a gift that keeps on giving even into adulthood. What motivates a five year old will be different than what motivates a twelve year old. It’s not a “one size fits all” when it comes to fitness. Children have specific physiologic differences that make them unique; they grow, mature and develop skills at different ages, so what may be skill appropriate for one child could be harmful for another child, fitness programs, exercises and activities must be designed specific to each developmental stage. Think of fitness in terms of building a pyramid. In order to have a strong foundation, preschoolers must learn the basic building blocks of fitness. Each year, as kids grow older, they are building on the foundations that were created in the previous years and moving on to more complex movements and skills. Moving from hitting a stationary ball to one that is thrown, bouncing a ball with two hands to bouncing it with one, and progressing from a bike with training wheels to one without, are all milestones that are accomplished during childhood. Kids will play longer and harder than those at the earlier stage of development. They can actually follow multi-task directions (e.g., run to the cone, jump up and down three times, then run back to me) and enjoy playing in a group more. For quick access and easy to follow directions, the activities are organized into six sections of different games and exercises that can easily fit into a child's allotted playtime. Throughout these sections, children can become more aware of their bodily functions, develop sportsmanship and team-working skills, increase energy expenditure, help strengthen muscles and bones, and improve cardiovascular endurance. Preschoolers can decrease the risk of serious illnesses later in life while increasing their creative development. Play and exercise helps children to grow and learn about how the world works. 303 Preschooler-Approved Exercises and Active Games is a physically active way to bring fun and laughter into a child’s life.
Urbanismo Regenerativo
Author: Landlab
Publisher: Actar D, Inc.
ISBN: 1638401098
Category : Architecture
Languages : en
Pages : 276
Book Description
We are living in a critical moment, a reality marked by environmental and socio-economic limits that requires innovative and realistic forms of action and planning. This is what regenerative urbanism proposes, a new approach based on utopian pragmatism that seeks to restore balance to the urban territory by designing systems that allow it to adapt and transform. It is a methodology that defines models that do not consume available resources, but rather generate new ones that ensure compatibility between economic and social prosperity and nature. Santander, Hábitat Futuro (Santander, Future Habitat) is the city model created from this methodology, a proposal for the transformation of this city for the year 2055. It is an open model based on innovation and citizen participation that prepares and adapts the territory for the different scenarios to come. Santander, Habitat Futuro is a guide that directs the commitment of the different social, economic and political agents towards a common goal: to achieve a circular, sustainable, resilient, vertebrate, prosperous, vital and inclusive city. A model that, due to its innovative nature, can serve as an example to other intermediate cities around the world.
Publisher: Actar D, Inc.
ISBN: 1638401098
Category : Architecture
Languages : en
Pages : 276
Book Description
We are living in a critical moment, a reality marked by environmental and socio-economic limits that requires innovative and realistic forms of action and planning. This is what regenerative urbanism proposes, a new approach based on utopian pragmatism that seeks to restore balance to the urban territory by designing systems that allow it to adapt and transform. It is a methodology that defines models that do not consume available resources, but rather generate new ones that ensure compatibility between economic and social prosperity and nature. Santander, Hábitat Futuro (Santander, Future Habitat) is the city model created from this methodology, a proposal for the transformation of this city for the year 2055. It is an open model based on innovation and citizen participation that prepares and adapts the territory for the different scenarios to come. Santander, Habitat Futuro is a guide that directs the commitment of the different social, economic and political agents towards a common goal: to achieve a circular, sustainable, resilient, vertebrate, prosperous, vital and inclusive city. A model that, due to its innovative nature, can serve as an example to other intermediate cities around the world.
Handbook of Research on Using Motor Games in Teaching and Learning Strategy
Author: Gil-Madrona, Pedro
Publisher: IGI Global
ISBN: 1799896226
Category : Education
Languages : en
Pages : 511
Book Description
Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.
Publisher: IGI Global
ISBN: 1799896226
Category : Education
Languages : en
Pages : 511
Book Description
Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.
Caminando juntos
Author: M. Elizabeth Leal Apaéz, Ary Elzyra Ramírez Castillo
Publisher: Editorial Gedisa
ISBN:
Category : Education
Languages : en
Pages : 150
Book Description
El Programa de Formación e Innovación para Atender a la Primera Infancia desde la Universidad Pública es el resultado de una iniciativa encabezada por el Dr. Luciano Concheiro Bórquez, Subsecretario de Educación Superior, quien, a partir de una visión de educación compartida, convocó a diversos actores a unir esfuerzos en la reorganización de nuestro sistema educativo y sus políticas públicas y así contribuir a la gran transformación nacional desde sus cimientos. Este llamado tuvo eco en 16 IES afiliadas a la ANUIES, siendo la UATx la encargada de coordinar los trabajos bajo el liderazgo del Dr. Luis Armando González Placencia y del Dr. Serafín Ortiz Ortiz. Caminando Juntos, Volumen 1 es uno de los primeros resultados del Programa y en éste se presentan algunos de los productos de investigación elaborados por los Cuerpos Académicos Interinstitucionales, los cuales fueron constituidos para atender las diversas problemáticas relacionadas con las primeras infancias en México. En sus páginas, el lector encontrará las realidades cotidianas que las niñas y los niños, sus comunidades y los profesionales que los atienden, deben sortear a base de creatividad, perseverancia y un alto nivel de compromiso en el logro de su desarrollo integral. Esta obra nos llevará a un recorrido que inicia en la zona costera de Chiapas y pasa por los estados del centro hasta llegar a la zona Yaqui de Sonora, exponiendo situaciones de rezago social y académico al tiempo que propone algunas alternativas innovadoras para enfrentar las situaciones de vulnerabilidad, violencia y exclusión sistemática de las que son objeto las infancias mexicanas. Sirva este primer volumen como un paso firme en el trayecto que habremos de caminar juntos para lograr que las primeras infancias mexicanas se desarrollen en plenitud, procurando espacios para que su voz sea escuchada y donde reciban un cuidado amoroso y sensible.
Publisher: Editorial Gedisa
ISBN:
Category : Education
Languages : en
Pages : 150
Book Description
El Programa de Formación e Innovación para Atender a la Primera Infancia desde la Universidad Pública es el resultado de una iniciativa encabezada por el Dr. Luciano Concheiro Bórquez, Subsecretario de Educación Superior, quien, a partir de una visión de educación compartida, convocó a diversos actores a unir esfuerzos en la reorganización de nuestro sistema educativo y sus políticas públicas y así contribuir a la gran transformación nacional desde sus cimientos. Este llamado tuvo eco en 16 IES afiliadas a la ANUIES, siendo la UATx la encargada de coordinar los trabajos bajo el liderazgo del Dr. Luis Armando González Placencia y del Dr. Serafín Ortiz Ortiz. Caminando Juntos, Volumen 1 es uno de los primeros resultados del Programa y en éste se presentan algunos de los productos de investigación elaborados por los Cuerpos Académicos Interinstitucionales, los cuales fueron constituidos para atender las diversas problemáticas relacionadas con las primeras infancias en México. En sus páginas, el lector encontrará las realidades cotidianas que las niñas y los niños, sus comunidades y los profesionales que los atienden, deben sortear a base de creatividad, perseverancia y un alto nivel de compromiso en el logro de su desarrollo integral. Esta obra nos llevará a un recorrido que inicia en la zona costera de Chiapas y pasa por los estados del centro hasta llegar a la zona Yaqui de Sonora, exponiendo situaciones de rezago social y académico al tiempo que propone algunas alternativas innovadoras para enfrentar las situaciones de vulnerabilidad, violencia y exclusión sistemática de las que son objeto las infancias mexicanas. Sirva este primer volumen como un paso firme en el trayecto que habremos de caminar juntos para lograr que las primeras infancias mexicanas se desarrollen en plenitud, procurando espacios para que su voz sea escuchada y donde reciban un cuidado amoroso y sensible.
Esports and the Media
Author: Angel Torres-Toukoumidis
Publisher: Taylor & Francis
ISBN: 1000652904
Category : Games & Activities
Languages : en
Pages : 119
Book Description
This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture. The Open Access version of this book has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003273691/esports-media-angel-torres-toukoumidis
Publisher: Taylor & Francis
ISBN: 1000652904
Category : Games & Activities
Languages : en
Pages : 119
Book Description
This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture. The Open Access version of this book has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003273691/esports-media-angel-torres-toukoumidis
AICLE – CLIL – EMILE: Educació plurilingüe. Experiencias, research & polítiques
Author: Cristina Escobar Urmeneta
Publisher: Univ. Autònoma de Barcelona
ISBN: 8449026784
Category :
Languages : en
Pages : 338
Book Description
El present volum és el resultat de la selecció de les millors comunicacions presentades en la primera Taula Rodona Internacional TRI-CLIL sobre Aprenentatge Integrat de Continguts i Llengües (AICLE). El congrés va aconseguir reunir professionals de la docència i de la recerca, tant de matèries escolars, llengües estrangeres i llengües considerades oficials o co-oficials a diferents territoris, que esdevenen llengües addicionals per a la població escolar migrada.
Publisher: Univ. Autònoma de Barcelona
ISBN: 8449026784
Category :
Languages : en
Pages : 338
Book Description
El present volum és el resultat de la selecció de les millors comunicacions presentades en la primera Taula Rodona Internacional TRI-CLIL sobre Aprenentatge Integrat de Continguts i Llengües (AICLE). El congrés va aconseguir reunir professionals de la docència i de la recerca, tant de matèries escolars, llengües estrangeres i llengües considerades oficials o co-oficials a diferents territoris, que esdevenen llengües addicionals per a la població escolar migrada.
International Play Journal
An Introduction to Game Studies
Author: Frans Mäyrä
Publisher: SAGE
ISBN: 1473902924
Category : Language Arts & Disciplines
Languages : en
Pages : 415
Book Description
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Publisher: SAGE
ISBN: 1473902924
Category : Language Arts & Disciplines
Languages : en
Pages : 415
Book Description
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Enciclopedia de Lingüística Hispánica
Author: Javier Gutiérrez-Rexach
Publisher: Routledge
ISBN: 1317498011
Category : Foreign Language Study
Languages : en
Pages : 2157
Book Description
The Enciclopedia de Linguistica Hispánica provides comprehensive coverage of the major and subsidiary fields of Spanish linguistics. Entries are extensively cross-referenced and arranged alphabetically within three main sections: Part 1 covers linguistic disciplines, approaches and methodologies. Part 2 brings together the grammar of Spanish, including subsections on phonology, morphology, syntax and semantics. Part 3 brings together the historical, social and geographical factors in the evolution of Spanish. Drawing on the expertise of a wide range of contributors from across the Spanish-speaking world the Enciclopedia de Linguistica Hispánica is an indispensable reference for undergraduate and postgraduate students of Spanish, and for anyone with an academic or professional interest in the Spanish language/Spanish linguistics.
Publisher: Routledge
ISBN: 1317498011
Category : Foreign Language Study
Languages : en
Pages : 2157
Book Description
The Enciclopedia de Linguistica Hispánica provides comprehensive coverage of the major and subsidiary fields of Spanish linguistics. Entries are extensively cross-referenced and arranged alphabetically within three main sections: Part 1 covers linguistic disciplines, approaches and methodologies. Part 2 brings together the grammar of Spanish, including subsections on phonology, morphology, syntax and semantics. Part 3 brings together the historical, social and geographical factors in the evolution of Spanish. Drawing on the expertise of a wide range of contributors from across the Spanish-speaking world the Enciclopedia de Linguistica Hispánica is an indispensable reference for undergraduate and postgraduate students of Spanish, and for anyone with an academic or professional interest in the Spanish language/Spanish linguistics.