This paper analyses the results of a pedagogical experiment conducted in a third-year French as a Foreign Language (FFL) class at an Italian linguistic high school. The experiment focused on the use of the video game Detroit: Become Human during class hours to evaluate the relevance and effectiveness of this medium in fostering French language acquisition within a formal educational context. Methodologically, we employed Laurence Schmoll’s (2017) educational game scenario model. Adapted to our specific context, this model served as an operational framework to combine the gaming experience with language learning. Data collection relied on a mixed-methods approach: descriptive for the two questionnaires (initial and final) and inductive thematic analysis for the students’ learning journals. The results highlight several significant elements. First, students acknowledged the game’s value for learning French in a motivating and innovative manner; second, they demonstrated remarkable critical thinking regarding the social themes addressed in the game (discrimination, rights, technology, etc.). Finally, the analysis reveals a strong emotional engagement linked to the narrative choices. Despite certain material and methodological limitations, this study suggests that integrating narrative video games into FFL teaching can constitute a powerful pedagogical tool, provided it is rigorously framed. It thus aims to open promising avenues for future research and offer concrete guidelines for teachers wishing to undertake a similar approach.

Mobiliser le jeu vidéo en classe de FLE. Une étude de cas sur Detroit: Become Human

Francesco Gabriele
In corso di stampa

Abstract

This paper analyses the results of a pedagogical experiment conducted in a third-year French as a Foreign Language (FFL) class at an Italian linguistic high school. The experiment focused on the use of the video game Detroit: Become Human during class hours to evaluate the relevance and effectiveness of this medium in fostering French language acquisition within a formal educational context. Methodologically, we employed Laurence Schmoll’s (2017) educational game scenario model. Adapted to our specific context, this model served as an operational framework to combine the gaming experience with language learning. Data collection relied on a mixed-methods approach: descriptive for the two questionnaires (initial and final) and inductive thematic analysis for the students’ learning journals. The results highlight several significant elements. First, students acknowledged the game’s value for learning French in a motivating and innovative manner; second, they demonstrated remarkable critical thinking regarding the social themes addressed in the game (discrimination, rights, technology, etc.). Finally, the analysis reveals a strong emotional engagement linked to the narrative choices. Despite certain material and methodological limitations, this study suggests that integrating narrative video games into FFL teaching can constitute a powerful pedagogical tool, provided it is rigorously framed. It thus aims to open promising avenues for future research and offer concrete guidelines for teachers wishing to undertake a similar approach.
In corso di stampa
Cette contribution entend analyser les résultats d’une expérimentation didactique menée dans une classe de FLE de troisième année d’un lycée linguistique italien. L’objet de cette expérimentation a été l’emploi du jeu vidéo narratif Detroit: Become Human pendant le cours afin d’évaluer la pertinence et l’efficacité de ce support vidéoludique pour favoriser l’apprentissage du français dans un contexte formel d’enseignement. Du côté méthodologique, nous avons mobilisé le modèle du scénario ludoéducatif de Laurence Schmoll (2017). Ce dernier a été adapté à notre contexte d’expérimentation et a fait office de cadre d’action nous permettant de combiner expérience vidéoludique et apprentissage linguistique. La collecte des données a reposé sur une approche mixte : descriptive pour les deux questionnaires (initial et final) et thématique inductive pour les journaux de bord des élèves. Les résultats mettront en avant plusieurs éléments significatifs. Les élèves ont d’abord reconnu l’intérêt du jeu pour apprendre le français de façon motivante et innovante ; ils ont ensuite fait preuve d’un esprit critique remarquable face aux thématiques sociales abordées par le jeu (discrimination, droits, rapport à la technologie, etc.). Enfin, l’analyse révélera aussi une forte implication émotionnelle liée aux choix narratifs. Malgré certaines limites matérielles et méthodologiques, cette étude suggère que l’intégration de jeux vidéo narratifs dans l’enseignement du FLE peut constituer un outil didactique puissant, à condition d’être rigoureusement encadrée. Elle souhaite ainsi ouvrir des perspectives prometteuses pour de futures recherches et offrir des repères concrets à tout enseignant désireux de s’engager dans une telle démarche.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/568283
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