ImparApp: Italian language learning with MIT’s TaleBlazer mobile app

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Abstract

Recent developments in mobile technologies have increased the ways in which languages can be learnt, both within and beyond the classroom. Whereas the use of mobile technologies seems to challenge traditional knowledge and skills acquisition, research shows that foreign language study can be enriched through easy access to resources selected to suit individual interests or needs (KukulskaHulme, 2013). This chapter reports on an Italian language learning
game, ImparApp, developed with the Massachusetts Institute of Technology’s (MIT) TaleBlazer location-based game-authoring tool. Players interact with virtual characters, objects, and data as they move around their real physical location whilst attempting to solve a time travel mystery. This chapter presents data collected through a case study of how learning a language can take place beyond the traditional classroom in new and challenging ways. The chapter summarises the
way learning activities were integrated into the app and discusses how the learning challenges were designed across the scenes, episodes and settings. It also presents data collected from the ‘play-test’ sessions and discusses initial findings of the pilot project
Original languageEnglish
Title of host publication Innovative language teaching and learning at university: integrating informal learning into formal language education
EditorsFernando Rosell-Aguilar, Tita Beaven, Mara Fuertes Gutiérrez
PublisherResearch-publishing.net
Pages49-58
Number of pages10
ISBN (Electronic)978-2-490057-11-5
ISBN (Print)978-2-490057-10-8, 978-2-490057-09-2
DOIs
Publication statusPublished - 4 Jun 2018

Bibliographical note

This work is published under the Attribution-NonCommercial-NoDerivatives (CC BY-NC-ND) licence. Under this licence, the contents are freely available online for anybody to read, download, copy, and redistribute provided that the editorial team and publisher are properly cited. Commercial use and derivative works are, however, not permitted. Individual articles may have a different licence.

Keywords

  • Gamification
  • Italian
  • mobile learning
  • Language learning

ASJC Scopus subject areas

  • Arts and Humanities(all)

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