This volume is the result of an action-research project conducted at the Department of Humanities at the University of Catania. The project focused on the creation and implementation of two digital escape rooms using Google Forms, specifically involving first-year English language students working on modules on English phonetics and phonology and morphology, grammar, and syntax. This book offers an analysis of modern language teaching, highlighting the role of gamification as a tool for enhancing student motivation and the integration of digital technologies in ELT (English Language Teaching). Drawing on contemporary linguistic research and theories, the volume also explores how digital platforms and interactive tools can enhance language teaching approaches, particularly those that prioritize communication. The use of educational escape rooms in ELT and CLIL contexts is the focus of the book, which aims to highlight how game-based digital tools and activities can increase linguistic competence and student motivation and engagement. The book is considered a useful tool for language teachers and researchers because it combines theoretical understanding with practical applications, such as the case study conducted in higher education. It promotes creative, student-centered teaching methods that meet the needs and preferences of current students. The final chapters explore practical applications, focusing on how escape rooms, both physical and digital, can be designed and implemented in language classrooms. The case study involving university students in a CLIL-based English linguistics course illustrates how digital escape rooms on Google Forms were used effectively as revision tools. Through a detailed discussion of the methodology and results, the author aims to provide a model for integrating innovative, game-based learning strategies into language teaching. Finally, he encourages teachers to adopt these dynamic approaches to foster more engaging, effective, and student-centered learning environments.

Escape the Classroom: Gamifying ELT in Higher Education.

Salvatore Maria Ciancitto
Primo
2025-01-01

Abstract

This volume is the result of an action-research project conducted at the Department of Humanities at the University of Catania. The project focused on the creation and implementation of two digital escape rooms using Google Forms, specifically involving first-year English language students working on modules on English phonetics and phonology and morphology, grammar, and syntax. This book offers an analysis of modern language teaching, highlighting the role of gamification as a tool for enhancing student motivation and the integration of digital technologies in ELT (English Language Teaching). Drawing on contemporary linguistic research and theories, the volume also explores how digital platforms and interactive tools can enhance language teaching approaches, particularly those that prioritize communication. The use of educational escape rooms in ELT and CLIL contexts is the focus of the book, which aims to highlight how game-based digital tools and activities can increase linguistic competence and student motivation and engagement. The book is considered a useful tool for language teachers and researchers because it combines theoretical understanding with practical applications, such as the case study conducted in higher education. It promotes creative, student-centered teaching methods that meet the needs and preferences of current students. The final chapters explore practical applications, focusing on how escape rooms, both physical and digital, can be designed and implemented in language classrooms. The case study involving university students in a CLIL-based English linguistics course illustrates how digital escape rooms on Google Forms were used effectively as revision tools. Through a detailed discussion of the methodology and results, the author aims to provide a model for integrating innovative, game-based learning strategies into language teaching. Finally, he encourages teachers to adopt these dynamic approaches to foster more engaging, effective, and student-centered learning environments.
2025
BETWIXT
979-12-81068-79-7
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11570/3359310
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