Video Games, Foreign Languages and Teaching in the Time of COVID-19 – Griseldaonline

COVID-19, COVID-19 Educator's response, Game-Based Learning, Gamification, Intensive Italian for Gamers @SLU, Non-serious gaming, Online COVID-19 Response, Online Education, Teaching in the Time of COVID-19, VGBL in F/L2 Publications, Video Game Localization, Video Game-Based Language Learning, Video Game-Based Learning, Video Games in Foreign Language Teaching & Learning

I published the article “Videogiochi, lingue straniere e didattica ai tempi del COVID-19 (Video Games, Foreign Languages and Teaching in the Time of COVID-19” in Griseldaonline, the Journal of Experimental Literature Review dedicated to didactic training and computer models applied to the Human Sciences of the University of Bologna. The article, in Italian, is available at:

https://site.unibo.it/griseldaonline/it/diario-quarantena/simone-bregni-videogiochi-lingue-straniere-didattica-tempi-covid-19

The article, written on April 7, was published yesterday, April 10. I feel honored that I could contribute to the cluster of articles written by Italian and American professors on responses to, and strategies and responses to, the current COVID-19 crisis.

#Griseldaonline #Unibo #VGBL #GBL #IntensiveItalianForGamersSLU #COVID-19 #EducatorsResponseToCOVID-19

 

My three chapters in Learning, Education & Games vol. 3

Assassin's Creed Discovery Tour, Assassin's Creed Odyssey, Discovery Tour, Game-Based Learning, Gamification, Intensive Italian for Gamers @SLU, Learning, Education and Games, LEG 3, Non-serious gaming, PlayStation, Sony, Switch, VGBL in F/L2 Publications, Video Game Localization, Video Game-Based Language Learning, Video Game-Based Learning, Video Games in Foreign Language Teaching & Learning, Xbox

My three short chapters for LEG BOOK 3 were published on November 20, 2019!

The volume “Learning Education & Games – Vol. 3 – 100 Games to Use in the Classroom & Beyond”,  a guide for educators, parents, researchers, designers, written by members of the @IGDA, @LearningEdGames, SIG, #edgames #igda, @etcpress, @IGDANYC, #teachers, #educators is available in print version and as a free download at http://press.etc.cmu.edu/index.php/product/learning-education-games-volume-3/.

I wrote on The Invisible Hours and Rise of the Tomb Raider and a co-authored a chapter on the Assassin’s Creed series.

 

Presentation on Gamification & Video Game-Based Learning in the High School Classroom at the SLU 1818 Foreign Language Professional Training Day, & SLU Esports.

Assassin's Creed Discovery Tour, Assassin's Creed Odyssey, Discovery Tour, Esports, Game-Based Learning, Gamification, Intro to the Classical Humanities, Learning, Education and Games, Microsoft, Nintendo, Non-serious gaming, PlayLink, PlayStation, Sony, Switch, Video Game Localization, Video Game-Based Language Learning, Video Game-Based Learning, Video Games in Foreign Language Teaching & Learning, Xbox

Today I spoke on gamification and video game-based learning at the Saint Louis University 1818 Foreign Language Professional Training Day, organized by the Department of Languages, Literatures, & Cultures.

Glad to have met such a dynamic group of dedicated high-school foreign language teachers! Their students in Italian, French, Spanish, Russian, Classics and Chinese receive SLU credits. My presentation, “Video game-based learning in the high-school classroom?” was very well received.

On a related note, today I was asked and accepted to serve on the SLU Esports Advisory Committee. Looking forward to spearheading the educational value of Esports at my institution.