Les jeux sérieux en classe de FLE. Bilan et perspectives
DOI:
https://doi.org/10.15162/2974-8933/2200Parole chiave:
didactique, FLE, nouvelles technologies, gamification, jeux sérieux, education, French as a Foreign Language, new technologies, serious gamesAbstract
L'intégration des jeux vidéo en classe de langue a connu une évolution remarquable. Les jeux d’apprentissage, des jeux vidéo conçus principalement à des fins éducatives, se sont imposés comme une tendance dominante. Cette contribution vise à dresser un bilan des dispositifs relatifs à la didactique du FLE disponibles sur le marché, afin d'aboutir à un repositionnement de l’emploi de ces outils en classe de langue et de leur potentiel pédagogique.
The integration of video games into foreign language teaching has been evolving in various forms throughout time. Today, serious/learning games — that is, video games designed mainly for educational purposes — is a major trend. The aim of this contribution is to offer a list of the available devices for the didactics of French as a foreign language, in order to guide perspectives on their application.
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