dc.contributor.author | Cinganotto, Letizia | |
dc.contributor.author | Simsek, Irfan | |
dc.contributor.author | Garista, Patrizia | |
dc.contributor.author | Kose Biber, Sezer | |
dc.contributor.author | Can, Tuncer | |
dc.contributor.author | Thomas, Michael | |
dc.contributor.author | Benin, Silvia | |
dc.contributor.author | Schneider, Christel | |
dc.contributor.author | Rainbow, Carol Ann | |
dc.contributor.author | Philp, Heike | |
dc.contributor.author | Zwart, Nick | |
dc.contributor.author | Turchetta, Barbara | |
dc.contributor.author | Benedetti, Fausto | |
dc.date.accessioned | 2021-03-05T13:39:03Z | |
dc.date.available | 2021-03-05T13:39:03Z | |
dc.identifier.citation | Thomas M., Benin S., Schneider C., Rainbow C. A. , Can T., Simsek I., Kose Biber S., Philp H., Zwart N., Turchetta B., et al., "Digital Game-Based Language Learning in 3D Immersive Environments: The GUINEVERE Project", 11th International Conference on Innovation in Language Learning, Florence, İtalya, 8 - 09 Kasım 2018, ss.103-106 | |
dc.identifier.other | vv_1032021 | |
dc.identifier.other | av_b33b5176-1b3d-4816-8b9a-b19ea21139b2 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12627/119385 | |
dc.description.abstract | GUINEVERE (Games Used IN Engaging Virtual Environments for Real-time language Education) is a two-year European Commission (EC) project that investigates the potential of digital game-based learning in 3D immersive environments focusing on foreign language learning (2017-2019). The project responds to the latest "Recommendation from the European Commission on Languages" (2018) in that it explores how game-based learning and virtual learning environments may be used as digital tools to develop collaborative and creative learning environments. As the project approaches the interim period, this paper provides an overview of its activities and planned Intellectual Outputs (IOs). OpenSim is one of three platforms used in the project, alongside Minecraft and Second Life to provide a variety of games for students in the different languages of the project partners (English, German, Italian, Turkish). All of the virtual world islands provide playgrounds for young learners where they can explore a variety of collaborative and individual games. The project provides a critical overview of the key research literature in the field and explores some of its objectives (to identify guidelines for teachers on how to use immersive tools with their students; a needs analysis addressed to teachers and students from the partner countries; field tests on immersive games; and the creation of a new mobile application for playing immersive games for language learning). The final Intellectual Output of the project will be a teacher training course aimed at providing technical and pedagogical support for teachers to develop immersive worlds and games for language learning. | |
dc.language.iso | eng | |
dc.subject | Sanat ve Beşeri Bilimler (AHCI) | |
dc.subject | Sosyal ve Beşeri Bilimler | |
dc.subject | Sosyoloji | |
dc.subject | Eğitim | |
dc.subject | DİLBİLİM | |
dc.subject | Sanat ve Beşeri Bilimler | |
dc.subject | Sosyal Bilimler (SOC) | |
dc.subject | Sosyal Bilimler Genel | |
dc.subject | EĞİTİM VE EĞİTİM ARAŞTIRMASI | |
dc.title | Digital Game-Based Language Learning in 3D Immersive Environments: The GUINEVERE Project | |
dc.type | Bildiri | |
dc.contributor.department | University Of Central Lancashire , , | |
dc.contributor.firstauthorID | 152866 | |