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Digital Library Directory > Innovation in Language Learning 11th Edition 2018
Innovation in Language Learning 11th Edition 2018

Digital Game-Based Language Learning in 3D Immersive Environments: The GUINEVERE Project

Thomas Michael; Silvia Benini; Christel Schneider; Carol Ann Rainbow; Tuncer Can; Irfan Simsek; Sezer Koser Biber; Heike Philp; Nick Zwart; Barbara Turchetta; Fausto Benedetti; Patrizia Garista; Letizia Cinganotto

Abstract

GUINEVERE stands for “Games Used IN Engaging Virtual Environments for Real-time language Education”. It is a European project aimed to demonstrate the potential of digital game-based learning in 3D immersive environments in order to improve teaching and learning outcomes in foreign languages.
The project (http://guinevereproject.eu) is coordinated by the University of Central Lancashire (UCLan), UK, and the other partners of the Consortium are:

UIST (University of Istanbul), Turkey
Let’s talk online, Belgium
3DLS, Netherlands
IUL (Italian University Line), Italy.

The project is fully in line with the latest Recommendation from the European Commission on languages (22nd May 2018): game-based learning and virtual learning environments are mentioned among the examples of digital tools suggested for improving language learning.
Starting from this background, the presentation will describe the content of the project and the 3D immersive island named GUINEVERE, set up on OpenSim to provide a variety of games for students in the different languages of the project partners. After entering the island with your avatar, you can select the language and the kind of game you want to play.
A GUINEVERE Minecraft server has also been created. Teleports to places that might interest children have been set up. There are playgrounds for young learners where they can identify blocks of different colours, letters or shapes in the target language.
The presentation will also describe the main scientific aspects related to the project, such as the literature review on language learning through immersive environments and tools; guidelines for teachers on how to use immersive tools with their students; needs analysis questionnaires addressed to teachers and students from all over the partner countries; field tests on immersive games; the creation of a new app for playing immersive games for language learning.
The final Intellectual Output of the project will be a pilot teacher training hosted by IUL university on an online platform, which will be completely free and will be aimed at getting teachers familiar with immersive worlds and games for language learning.

Keywords: English, game-based learning, immersive worlds, virtual learning environments;

 


Publication date: 2018/11/09
ISBN: 978-88-85813-21-2
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