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What is Learner Empowerment

Handbook of Research on International Approaches and Practices for Gamifying Mathematics
A fundamental principle of GBL and DGBL that refers to players’ feeling of control and decision over the game.
Published in Chapter:
Digital Game-Based Learning to Teach Mathematics Within CLIL: Using Animal Crossing: New Horizons in the Class
María García-Molina (University of Córdoba, Spain) and Francisco Javier Palacios-Hidalgo (University of Córdoba, Spain)
DOI: 10.4018/978-1-7998-9660-9.ch006
Abstract
Recently, Content and Language Integrated Learning (CLIL) has gained importance in today's educational scene as a way to prepare students for the 21st-century world, where being communicatively competent in foreign languages has become essential. Considering the flexibility of the approach and the need for teachers to adapt it to students' needs and interests, different methodologies, such as digital game-based learning (DGBL), have been integrated within CLIL to enhance learners' motivation towards mathematics. This chapter presents an interdisciplinary didactic proposal based on the DGBL methodology to teach mathematics within a CLIL context. The designed activities are based on the video game Animal Crossing: New Horizons, directed to the fifth grade of primary education, and their objectives and suggested assessment are presented. Finally, the didactic implications and the potential of the proposal for learning mathematics and the target language are discussed.
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