ICT in Language Learning- Digital Game-Based Learning and Gamification in foreign language classroom

Course Information
TitleΤΠΕ στη Διδακτική των Γλωσσών – Μάθηση με ψηφιακό παιχνίδι και παιχνιδοποίηση (ludification) στη ξενόγλωσση τάξη / ICT in Language Learning- Digital Game-Based Learning and Gamification in foreign language classroom
CodeΕ148
FacultyPhilosophy
SchoolFrench Language and Literature
Cycle / Level1st / Undergraduate
Teaching PeriodWinter/Spring
CommonNo
StatusActive
Course ID600018655

Programme of Study: PPS Tmīmatos Gallikīs Glṓssas kai Filologías (2020-)

Registered students: 0
OrientationAttendance TypeSemesterYearECTS
KORMOSMandatory Elective CoursesWinter/Spring-6

Class Information
Academic Year2025 – 2026
Class PeriodSpring
Faculty Instructors
Weekly Hours3
Total Hours39
Class ID
600302851
Course Type 2011-2015
Specific Foundation / Core
Mode of Delivery
  • Face to face
Digital Course Content
Language of Instruction
  • Greek (Instruction, Examination)
  • French (Instruction, Examination)
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.
General Competences
  • Apply knowledge in practice
  • Retrieve, analyse and synthesise data and information, with the use of necessary technologies
  • Adapt to new situations
  • Make decisions
  • Work autonomously
  • Work in teams
  • Work in an international context
  • Work in an interdisciplinary team
  • Generate new research ideas
  • Appreciate diversity and multiculturality
  • Demonstrate social, professional and ethical commitment and sensitivity to gender issues
  • Be critical and self-critical
  • Advance free, creative and causative thinking
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
Keywords
Digital Game-based learning, Gamification, foreign Language Learning and Teaching
Educational Material Types
  • Notes
  • Slide presentations
  • Audio
  • Multimedia
  • Interactive excersises
Use of Information and Communication Technologies
Use of ICT
  • Use of ICT in Course Teaching
  • Use of ICT in Laboratory Teaching
  • Use of ICT in Communication with Students
  • Use of ICT in Student Assessment
Course Organization
ActivitiesWorkloadECTSIndividualTeamworkErasmus
Lectures391.6
Laboratory Work361.4
Reading Assigment301.2
Interactive Teaching in Information Center200.8
Written assigments251
Total1506
Student Assessment
Student Assessment methods
  • Written Assignment (Summative)
  • Labortatory Assignment (Formative, Summative)
Bibliography
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
Last Update
24-03-2020