Innovation in Language Learning

Edition 17

Accepted Abstracts

Game-Based Learning in Language Learning – An Implementation in a Italian as a Foreign Language Classroom

Davide Schenetti, Friedrich-Alexander-Universität Erlangen-Nürnberg (Germany)

Abstract

The use of digital games in educational contexts began in the last decade of the 20th century, but we had to wait until the beginning of the 21st century for the first relevant scientific papers which tried to investigate the new possibilities of this tools for learning purposes.

The technical evolution of modern handhelds and their increasingly affordability have given everyone the possibility to access a great amount of authentic multimedia materials, opening new scenarios also for the field of the foreign language learning and teaching. In this context it is not a surprise surprising that Digital Game-Based Learning (DGBL) as an approach for an enhanced learning experience is growing rapidly. The focus of almost every dissertation and experiment about DGBL has been held on its advantages for learners as end users, but better results can be achieved if DGBL is embedded in a project, and the learners are also involved in the development process of the games. Creating a digital game for language learning purposes means trying to achieve the right balance between different approaches to the learning stuff, matter, mixing complementary disciplines such as digital storytelling, cultural studies, game design and gamification. The whole process is carried on in the foreign language, which becomes a means and an aim at once.

In my presentation/poster/virtual presentation I will show the implementation of such a Digital Game-Based Learning experience with a classroom of Italian as a Foreign Language (proficiency level), held at the University of Erlangen-Nürnberg (Germany) in the Summer Term of 2015. The main topic of the course was Venice under the from an artistic, historical and sociological point of view. The chief aim of the course was the development of an interactive digital game served from the free platform ARIS.

After a short introduction about DGBL we will take a deeper look into at the development of the game, examining the pros and cons of this interdisciplinary approach both from the learner's and teacher's point of view.

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