Starting from a brief literature review related to the potential of gamification and virtual worlds in language learning, the paper will illustrate some aspects of the European project GUINEVERE, in which the Telematic University of Studies IUL represents the Italian partner. The project is aimed at studying various types of digital games, as well as at exploring different forms of digital and collaborative literacy, XXI century literacies. Therefore, the themes of language learning, creativity, simulation and immersion are at the heart of the GUINEVERE project, whose materials will all be available from an Open Educational Resources perspective, offering ideas, input and food for thought to teachers, school leaders and other stakeholders i...
In educational contexts, a careful space planning where the training process takes place is indispen...
L’articolo riporta e commenta un’esperienza laboratoriale di Italiano L2, basata sull’utilizzo della...
This article describes three pedagogical proposals oriented toward moving language learning to the c...
The paper presents the results of an immersive training initiative in “Edmondo”, a virtual world bas...
Can the 3D virtual worlds still today constitute a useful resource for language teaching? Do ‘immers...
Questo articolo presenta lo sviluppo e la valutazione di un’esperienza totale di uso di giochi digit...
In the context of the EU-funded GUINEVERE Project (Games Used IN Engaging Virtual Environments for ...
GUINEVERE stands for “Games Used IN Engaging Virtual Environments for Real-time language Education”....
Nesta tese apresento e discuto os resultados de uma pesquisa de natureza qualitativa cujo objetivo f...
The information and communication technologies that characterize today’sinfosphere, if rethought wit...
Classroom environment is frequently perceived as an inhibitor to genuine language interaction. Many ...
This paper describes the author’s experience with a pilot course of Italian in SL®2. The course is p...
Learning platforms are currently main organization models for digital and remote teaching. Researche...
Nelle lezioni di lingua straniera a scuola, gli studenti sono spesso amotivati e poco coinvolti. Al ...
The combination of ancient languages and new technologies has always represented a stimulating oxymo...
In educational contexts, a careful space planning where the training process takes place is indispen...
L’articolo riporta e commenta un’esperienza laboratoriale di Italiano L2, basata sull’utilizzo della...
This article describes three pedagogical proposals oriented toward moving language learning to the c...
The paper presents the results of an immersive training initiative in “Edmondo”, a virtual world bas...
Can the 3D virtual worlds still today constitute a useful resource for language teaching? Do ‘immers...
Questo articolo presenta lo sviluppo e la valutazione di un’esperienza totale di uso di giochi digit...
In the context of the EU-funded GUINEVERE Project (Games Used IN Engaging Virtual Environments for ...
GUINEVERE stands for “Games Used IN Engaging Virtual Environments for Real-time language Education”....
Nesta tese apresento e discuto os resultados de uma pesquisa de natureza qualitativa cujo objetivo f...
The information and communication technologies that characterize today’sinfosphere, if rethought wit...
Classroom environment is frequently perceived as an inhibitor to genuine language interaction. Many ...
This paper describes the author’s experience with a pilot course of Italian in SL®2. The course is p...
Learning platforms are currently main organization models for digital and remote teaching. Researche...
Nelle lezioni di lingua straniera a scuola, gli studenti sono spesso amotivati e poco coinvolti. Al ...
The combination of ancient languages and new technologies has always represented a stimulating oxymo...
In educational contexts, a careful space planning where the training process takes place is indispen...
L’articolo riporta e commenta un’esperienza laboratoriale di Italiano L2, basata sull’utilizzo della...
This article describes three pedagogical proposals oriented toward moving language learning to the c...