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Hybrid Design and Flipping the Classroom in Content-Oriented Foreign Language Courses

Developing Intensive Italian for Gamers

Simone Bregni    Saint Louis University, St. Louis, MO, USA    

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abstract

Recently, content-based language teaching has emerged as a successful response to the increasing challenges that language departments in higher education face. This is a case study. The hybrid format enabled the creation of a content-based intensive foreign language video game-based course. Flipping the classroom allowed learners to spend more time and focus their attention on exploring the spoken language through the digital gaming realia and communication. It also encouraged independent language exploration. Pilot data show that students attained the desired level, autonomous learning continued, and less stress was involved.

Pubblicato
06 Settembre 2021
Accettato
23 Giugno 2020
Presentato
20 Marzo 2020
Lingua
EN
ISBN (EBOOK)
978-88-6969-529-2

Keywords: GamificationComputer assisted language learningSecond language acquisitionVideo game-based learningItalianComputer assisted instructionGame-based learningItalian as a second language

Copyright: © 2021 Simone Bregni. This is an open-access work distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction is permitted, provided that the original author(s) and the copyright owner(s) are credited and that the original publication is cited, in accordance with accepted academic practice. The license allows for commercial use. No use, distribution or reproduction is permitted which does not comply with these terms.