{"title":"Classroom Introduction of a Video Game on Italian Grammar","authors":"Massimiliano Andreoletti","doi":"10.34190/ecgbl.17.1.1939","DOIUrl":null,"url":null,"abstract":"Despite Italian teachers’ strong interest in the use of games, especially the digital ones, there are several critical issues due to their lack of familiarity with games/video games thus making games’ adoption in teaching complex because teachers have only limited time to prepare and play a game-based learning game. Therefore they feel uncertain about using games in class due to their limited knowledge of digital games and find it difficult to identify appropriate assessments, they also find it difficult to integrate video games effectively and efficiently into their classroom, it is also difficult for them to choose appropriate games for teaching. Additionally the school/administration doesn’t assist their effort to support and improve their skills in game-based learning. The learning of the fundamentals of the Italian language and grammar are described and defined by the Italian Ministry of Education within the “National Indications for the ‘Italian Language’ Curriculum”. However, multiple difficulties often make it arduous to learn the basics of the Italian language. The video game “Ross and the Sgrammanebbia” - which can be translated as “Ross and the Un-grammar-Fog” - is a didactic grammar web video game that has a correspondence between the levels and the topics of the textbook as well as giving the teacher a valid help to organise a didactic path studied on the curricular skills. In order to define the useful guidelines for an effective introduction of the game in the classroom, participatory qualitative-quantitative research was prepared on the methods that a small group of teachers put in place to design the training activity with video games. The research focused on: analysis of the educational design skills for the use of games: definition of learning goals, assessment methods and identified teaching strategies; evaluation of the pedagogical activities implemented to facilitate the introduction of games in the classroom; analysis of the roles played by the teacher during all the phases of the training activity - from the design of the training activity to the introduction of the game in the classroom, to evaluation.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1939","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Despite Italian teachers’ strong interest in the use of games, especially the digital ones, there are several critical issues due to their lack of familiarity with games/video games thus making games’ adoption in teaching complex because teachers have only limited time to prepare and play a game-based learning game. Therefore they feel uncertain about using games in class due to their limited knowledge of digital games and find it difficult to identify appropriate assessments, they also find it difficult to integrate video games effectively and efficiently into their classroom, it is also difficult for them to choose appropriate games for teaching. Additionally the school/administration doesn’t assist their effort to support and improve their skills in game-based learning. The learning of the fundamentals of the Italian language and grammar are described and defined by the Italian Ministry of Education within the “National Indications for the ‘Italian Language’ Curriculum”. However, multiple difficulties often make it arduous to learn the basics of the Italian language. The video game “Ross and the Sgrammanebbia” - which can be translated as “Ross and the Un-grammar-Fog” - is a didactic grammar web video game that has a correspondence between the levels and the topics of the textbook as well as giving the teacher a valid help to organise a didactic path studied on the curricular skills. In order to define the useful guidelines for an effective introduction of the game in the classroom, participatory qualitative-quantitative research was prepared on the methods that a small group of teachers put in place to design the training activity with video games. The research focused on: analysis of the educational design skills for the use of games: definition of learning goals, assessment methods and identified teaching strategies; evaluation of the pedagogical activities implemented to facilitate the introduction of games in the classroom; analysis of the roles played by the teacher during all the phases of the training activity - from the design of the training activity to the introduction of the game in the classroom, to evaluation.
尽管意大利教师对使用游戏(尤其是数字游戏)非常感兴趣,但由于他们对游戏/电子游戏缺乏熟悉,因此存在一些关键问题,这使得游戏在教学中的应用变得复杂,因为教师只有有限的时间来准备和玩基于游戏的学习游戏。因此,由于他们对数字游戏的了解有限,他们对在课堂上使用游戏感到不确定,并且很难确定合适的评估,他们也很难有效地将电子游戏融入课堂,他们也很难选择合适的游戏进行教学。此外,学校/行政部门并没有帮助他们努力支持和提高他们在基于游戏的学习中的技能。意大利语和语法基础知识的学习由意大利教育部在“意大利语言课程国家指示”中进行描述和定义。然而,多种困难往往使学习意大利语的基础知识变得困难。电子游戏“Ross and The Sgrammanebbia”——可以翻译成“Ross and The Un-grammar-Fog”——是一款教学语法网络电子游戏,它的水平和教科书的主题之间有对应关系,同时也给老师一个有效的帮助来组织一个关于课程技能的教学路径。为了确定有效地将游戏引入课堂的有用指导方针,我们准备了一项参与性定性定量研究,研究了一小群教师设计视频游戏培训活动的方法。研究主要集中在:游戏使用的教育设计技巧分析:学习目标的定义、评估方法和教学策略的确定;评估为促进课堂引入游戏而推行的教学活动;分析教师在培训活动的各个阶段所扮演的角色——从培训活动的设计到课堂游戏的引入,再到评估。