Learning Outcomes
Students at the end of this course will be able to:
- understand the relationship between DGBL and gamification with foreign language teaching and learning
- understand the educational benefits of gamification
- link theory with practice and practice the use of specific applications and tools for the development of language learning playful activities.
Course Content (Syllabus)
The aim of the course to study the potential of DGBL and Gamification in the foreign language classroom. The course deals with the following topics:
- The relationship between DGBL and foreign language learning and teaching
- The link between DGBL and motivation, autonomy and self-assessment
- Τeaching approaches adapting the principles of gamification in the foreign language classroom.
Content description (13 weeks)
1. Core Concepts
2. Play in language teaching and learning
3. Digital Games-Based Learning
4. Structural factors of digital games
5. Game Taxonomy-Categories of Games
6. Educational benefits of Digital Game-Based Learning in language teaching and learning.
7. Digital Game-Based Learning and Autonomy of the learner
8. Digital Game-Based Learning and learner’s motivation
9. Digital Game-Based Learning/Self-assessment and immediate feedback
10. Evaluating digital Games
11. Gamification in the foreign language classroom/Principles and Educational Benefits
12. Implementing Gamification in the foreign language classroom
13. Implementing Gamification in the foreign language classroom
Additional bibliography for study
Caon F., 2006. Le plaisir dans l’apprentissage des langues-Un défi méthodologique. Guerra Edizioni, Perugia.
Gee J.P., 2007. What video games have to teach us about Learning and Literacy, Palgrave Macmillan, New York.
Lafrance J.-P., (2006). Les jeux vidéo. Lavoisier, Paris
Prensky M., (2007). Digital Game-Based Learning. Paragon House St. Paul, Minnesota.
Silva Η., (2008). Le jeu en classe de langue. CLE INTERNATIONAL.
Wastiau P, Keaney C., Van de Berghe W., (2009). Quels usages pour les jeux électroniques en classe ? European Schoolnet EUN Partnership AISBL, Bruxelles.
Κρυστάλλη Π. (2011). Πρότυπο αξιολόγησης ηλεκτρονικών διαδικτυακών παιχνιδιών για την εκμάθηση/διδασκαλία της ξένης. (αδημ. Διδακτορική διατριβή), Αριστοτέλειο Πανεπιστήμιο Θεσσαλονίκης