Abstract
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 language | English |
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Title of host publication | Innovative language teaching and learning at university: integrating informal learning into formal language education |
Editors | Fernando Rosell-Aguilar, Tita Beaven, Mara Fuertes Gutiérrez |
Publisher | Research-publishing.net |
Pages | 49-58 |
Number of pages | 10 |
ISBN (Electronic) | 978-2-490057-11-5 |
ISBN (Print) | 978-2-490057-10-8, 978-2-490057-09-2 |
DOIs | |
Publication status | Published - 4 Jun 2018 |
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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)
Cite this
ImparApp: Italian language learning with MIT’s TaleBlazer mobile app. / Cervi-Wilson, Tiziana; Brick, Billy.
Innovative language teaching and learning at university: integrating informal learning into formal language education. ed. / Fernando Rosell-Aguilar; Tita Beaven; Mara Fuertes Gutiérrez. Research-publishing.net, 2018. p. 49-58.Research output: Chapter in Book/Report/Conference proceeding › Chapter
}
TY - CHAP
T1 - ImparApp: Italian language learning with MIT’s TaleBlazer mobile app
AU - Cervi-Wilson, Tiziana
AU - Brick, Billy
N1 - 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.
PY - 2018/6/4
Y1 - 2018/6/4
N2 - 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 learninggame, 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 theway 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
AB - 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 learninggame, 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 theway 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
KW - Gamification
KW - Italian
KW - mobile learning
KW - Language learning
U2 - 10.14705/rpnet.2018.22.775
DO - 10.14705/rpnet.2018.22.775
M3 - Chapter
SN - 978-2-490057-10-8
SN - 978-2-490057-09-2
SP - 49
EP - 58
BT - Innovative language teaching and learning at university: integrating informal learning into formal language education
A2 - Rosell-Aguilar, Fernando
A2 - Beaven, Tita
A2 - Fuertes Gutiérrez, Mara
PB - Research-publishing.net
ER -