In the past two decades, crowdfunding and renewed interest in non-digital games (board games, role-playing games, and instructional games) and video games have created a diverse gaming production, which has become the subject of several studies and projects related to education. This session aims to explore and assess the impact that game-based learning can have for developing language proficiency, intercultural competence, or critical thinking in our Italian language, literature, and culture courses. We invite contributions that explore theoretical foundations and focus on practical activities and student work that are informed by game-based, and video game-based F/L2 language acquisition principles.
Call for Papers
September 30, 2021
Missouri, United States
Educational Technology, Linguistics, Popular Culture Studies, Research and Methodology, Teaching and Learning