“Using Video Games to Teach Italian Language & Culture: Useful, Effective, Feasible?” NEMLA Italian Studies XXXIX special issue “The Italian Digital Classroom.”

VGBL in F/L2 Publications, Video Game-Based Language Learning, Video Game-Based Learning, Video Games in Foreign Language Teaching & Learning

I am very excited to announce that my article “Using Video Games to Teach Italian Language & Culture: Useful, Effective, Feasible?” NEMLA Italian Studies XXXIX special issue “The Italian Digital Classroom: Italian Culture and Literature through digital tools and social media.”, 2017, pp. 42-71, was published today, October 6, 2018. It is available as a PDF download  (https://www.buffalo.edu/content/dam/www/nemla/NIS/XXXIX/NeMLA%20Italian%20Studies%202017%20-%20Using%20Video%20Games.pdf) and in print.

This 30-page article is my most extensive contribution to the field of video game-based learning (with a focus on commercial, non-serious gaming) in second/foreign language acquisition to date. It is a practicum. While it focuses mainly on Italian as F/L2, the information and instructions provided can be applied/adapted to any major language/any language in which the games mentioned are localized. It also includes plenty of information on video games for use in ESL, Japanese as a foreign language & culture, and for K-12.

Many thanks to the editors Tania Convertini, Ph.D., Dartmouth College and Simona Wright, Ph.D., The College of New Jersey for this excellent opportunity.

Abstract

Video games are an integral part of life for our students. Some commercial video games are multi-media realia that can be used to enhance language acquisition both in and outside the classroom. Compared to other digital realia, they add opportunities for language exploration: direct interaction and agency; critical thinking and problem-solving; and a detailed narrative. This article presents a practicum for their use. Evidence that utilizing communicative video games can be conducive to F/L2 acquisition is provided, particularly focusing on the use of Assassin’s Creed II and Heavy Rain. Then, technical advice and best practices related to gaming in F/L2 acquisition are offered. Discussion of the development of an intensive language & culture course for gamers concludes the article.

The French Canadian Gaming Industry, Language Learning, Higher Education and the Job Market – A Project in St. Louis for 2019

Video Game Localization, Video Game-Based Language Learning, Video Game-Based Learning, Video Games in Foreign Language Teaching & Learning

I am honored to have met today with Martin Dionne, cultural attaché of Québec in Chicago. I was invited by Dr. Lionel Cuillé, French professor and Jane and Bruce Robert Chair in French and Francophone Studies at Webster University in St. Louis.
Very happy to be involved in a project that involves Video Game-Based Learning in Second/Foreign Language Acquisition that is planned for fall 2019 here in St. Louis. The project, sponsored by the Government of Quebec, will include roundtables on Video Game-Based Language Learning, Higher Education and the job market in the French Canadian gaming industry.
The presence of companies such as Ubisoft, EA, Eidos, Bethesda, Square Enix, Warner Bros, makes the French-speaking Canadian province of Québec one of the leading regions for the gaming industry worldwide. Effective foreign language acquisition in Higher Education provides students with the necessary skills to attain fluency in other languages, which increases their opportunities in job markets throughout the gaming industry worldwide.
Glad to represent Saint Louis University and the Deparment of Languages, Literatures and Cultures on such an important project.