Abstract
Starting from a brief literature review related to the potential of gamification and virtual worlds in language learning, the paper will illustrate some aspects of the European project GUINEVERE, in which the Telematic University of Studies IUL represents the Italian partner. The project is aimed at studying various types of digital games, as well as at exploring different forms of digital and collaborative literacy, XXI century literacies. Therefore, the themes of language learning, creativity, simulation and immersion are at the heart of the GUINEVERE project, whose materials will all be available from an Open Educational Resources perspective, offering ideas, input and food for thought to teachers, school leaders and other stakeholders in the world of education and training throughout Europe. Gamification e mondi virtuali per l’apprendimento delle lingue Muovendo da una breve revisione della letteratura scientifica relativa alle potenzialita della gamification e dei mondi virtuali nell’apprendimento delle lingue, il contributo illustrera alcuni aspetti del progetto europeo GUINEVERE, nel quale l’Universita Telematica degli Studi IUL rappresenta il partner italiano. Il progetto e finalizzato allo studio delle diverse tipologie di giochi in ambienti digitali e virtuali, nonche all’esplorazione delle diverse forme di alfabetizzazione digitale e collaborativa, le literacy del XXI secolo. I temi dell’apprendimento delle lingue, della creativita, della simulazione e dell’immersione sono dunque, al centro del progetto GUINEVERE, ancora in fieri, i cui materiali saranno resi disponibili in ottica di Risorse Educative Aperte e potranno offrire idee e spunti di riflessione a docenti, dirigenti e altri stakeholder del mondo dell’istruzione e della formazione in tutta Europa.
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