Loading
Digitalisation and globalization ever more determine people’s daily lives, offering a large variety of new visions and lifestyles and turning the world into “a global village”. Thus, there are increasing requirements in language learning as options of working and living abroad – especially within the EU. Even though English as the lingua franca is the most important foreign language, learning one or more of the other 23 languages spoken within the EU is advisable with regard to extended traveling/tourism throughout Europe as well as to the requirements in the world of work.Language learning, however, is largely restricted to schools, meaning that most students tend to become demotivated for the simple fact that it is mandatory. On the other hand, especially the younger generations, the so-called digital natives, have grown up with digital devices and games that usually require at least a minimum knowledge especially of English, usually hardly connected with learning effects produced at schools.Motivation can easily be hightened when relying on the “fun factor”, thus adding the incentive of voluntarily and by one’s own choice taking up the vocabulary and grammar of a foreign language needed to also get along in real life (intrinsic motivation).Combining the “fun factor” and the younger generations’ love of playing digital games with language learning, the project therefore aims at developing, testing and implementing an application for learning English, German, French, Spanish, Italian and Portuguese, on levels A1 and A2, as the underlying concept of an adventure game to be played on mobile digital devices.The app addresses young people aged between 12-17+, i.e. students at secondary level, using it both within the educational context and during spare time, as well as language learners of all ages who wish to learn any of the six most relevant European languages more playfully instead of or alongside ordinary learning at schools or courses.The project aims at developing an adventure game the contents of which include elements of virtual reality (VR) and augmented reality (AR), creating a game setting at the turn of ages between the Middle Ages and modern times, based on well-known tales and our common European history. Players will create their own individual avatars on a gender neutral basis also taking into account individual preferences as to profession, life etc. (e.g. a trade person, a knight, life in the countryside or a town). Players will have to interact online with other characters in the game and master challenges that they are presented with via books (AR elements) in which they find further information, thus stimulating reading and immersing oneself deeper into past and present aspects of our common European history, cultures, societies and economies.Even though the adventure app will mainly aim at motivating self-learning approaches and flexible, individualized progress, it is also considered to be used at schools, offering an innovative pedagogical tool in language teaching, introducing/furthering low-level implementation of digital devices.On a technical scale, the app will present incentives for immersing with various aspects of digital programming, enhancing interest in STE(A)M, maker education, DIY programming etc. Teaching personnel will be offered a manual and teaching material for full integration of the app and its contents both in language as well as cross-subject teaching (e.g. history, geography).Each player may choose their own pace of learning, which allows for a far better inclusion of students with learning abilities below average. Highly motivated students and those with higher learning abilities will be provided with additional challenges and tasks within the game.The app will also widen learning space and time as it provides the possibility of learning “on the go”, wherever and whenever the learner decides, thus allowing a more playful learning with much greater motivation. It will also enable them to learn several foreign languages if wanted, together with a local, regional, national and international community of players.The aspects of playing the game on an international European level and of its being based on the common European history along with the notion that language learning throughout Europe needs to be given joint, focussed interest has brought the partners of this project together: The Goethe-Institut as the coordinating institution has already cooperated with the UK partners in this project in a project on language learning in primary schools (2015-2018), yet with very different priorities and aims. The coordinator from the Goethe-Institut in London has already taken part in an eTwinning project with one of the partners in Italy. All the other new partners from Italy, France, Germany and Portugal have been included both for their expertise and in order to widen the existing partnerships.
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::e61c7b688c07a7892b7156d22367e91e&type=result"></script>');
-->
</script>