L'emploi des jeux dans l'enseignement des langues étrangères : Du traditionnel au numérique Laurence Schmoll - 2016


Support : Références scientifiques
Author(s) : Laurence Schmoll
Editor : Sciences du jeu, 5 | 2016 : Jeux traditionnels et jeux numériques : filiations, croisements, recompositions
Date : 2016
Lang : Lang


This article questions the place of games in language teaching and more specifically examines how the transition between the use of traditional games in the classroom and their adaptation to digital media has been carried out. Are these games the same or have they changed ? Has the digital switchover preserved the entertaining aspects of these games or have these aspects changed in order to accommodate more serious content ? We will thus examine the potential added value of digital versus traditional games in the light of current teaching methodologies and we will discuss the design of learning games with regard to striking an adequate balance between fun and serious as well as respecting the didactic guidelines of the game. By way of an example we will refer to the design of a 3D immersive learning game for French and German languages.


References (3) :


ALVAREZ J. (2007), Du jeu vidéo au Serious game. Approches culturelle, pragmatique et formelle, Thèse de Doctorat en Science de la communication et de l'information, Université de Toulouse II et III.

ALVAREZ J. & DJAOUTI D. (2012), Introduction au Serious game, Paris, Questions théoriques.


DJAOUTI D. (2011), Serious Game Design. Considérations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire, Thèse de Doctorat en Informatique, Université de Toulouse III.  

Keywords : learning games, language learning, tasks, action-based learning, playful attitude