Innovation in Language Learning

Edition 17

Accepted Abstracts

Gamifying a French Grammar Corpus: The Transition from a Paper-Based to a Digital Learning Environment

Nathalie Cazaux, Institute of Technology Blanchardstown (Ireland)

Odette Gabaudan, Dublin Institute of Technology (Ireland)

Abstract

The project presented involves the creation of an open educational resource (OER) for French grammar through the setting up of a website which hosts a corpus of grammar points that are explained in detail, and accompanied by numerous games, quizzes and activities that underpin the learning and practice of grammar. The resource is designed in an engaging and interactive format while easily and readily accessible via mobile platforms.  It covers all areas of grammar needed for supporting year 1 undergraduate students’ progress in their learning of French. The resource provides multiple means of engagement which is paramount for success and retention of students, especially enhancing the difficult 1st year experience at third-level. The resource started with the creation of a textbook dedicated to making French grammar accessible to learners at Third Level. It encompasses 8 units of clearly divided topics each of which poses particular problems to students of French. It introduces an original fictional story which provides the basis for the grammar points. It follows a fictional character on his journey through France on the 'Tour de France'. A simple, yet engaging storyline which brings the learner through the numerous difficulties and specificities of the French language while providing a light entertainment and an incentive to continue on the grammatical journey. The resource integrates a playful and engaging approach through the process of gamification of assessments whereby choice and autonomy are embedded as well as inciting sustained effort, persistence and self-regulation. Although traditional in content, a gamification element runs through all its components (story, grammatical explanations, games/exercices) so that that learning environment adds to students’ enjoyment of what normally is considered a chore – that is, grammar acquisition. The resource supports student engagement and self-directed language learning.

The presentation will explore some key online instructional design concerns. It will make a particular reference to the integration of the gamification component and demonstrate how it was achieved. A brief overview of the challenges encountered in developing such a resource will be provided along with an insight into the background to the institutes’ collaboration.

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