ImparApp:用麻省理工学院的TaleBlazer移动应用程序学习意大利语

Tiziana Cervi-Wilson, Billy Brick
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引用次数: 7

摘要

移动技术的最新发展增加了课堂内外学习语言的方式。尽管移动技术的使用似乎对传统知识和技能的获取提出了挑战,但研究表明,通过轻松获取适合个人兴趣或需求的资源,外语学习可以得到丰富(KukulskaHulme, 2013)。这一章报告了一款意大利语学习游戏ImparApp,它是使用麻省理工学院(MIT)的TaleBlazer定位游戏创作工具开发的。当玩家在真实的物理位置移动时,他们会与虚拟角色、物体和数据互动,同时试图解决一个时间旅行之谜。本章介绍了通过一个案例研究收集的数据,该案例研究了如何在传统课堂之外以新的和具有挑战性的方式学习语言。本章总结了将学习活动整合到应用程序中的方式,并讨论了如何在场景、情节和设置中设计学习挑战。它还展示了从“游戏测试”阶段收集的数据,并讨论了试点项目的初步发现。
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ImparApp: Italian language learning with MIT’s TaleBlazer mobile app
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.
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