The JASM project used the Korsakow6 platform to produceStorytellingin foreign languages (FL), by students of the Media Studies degree course (Higher Education-HE) of the Escola Superior de Educação de Viseu(ESEV, Portugal).Objective: Look into the impact of non-linear digital narratives upon FL learning in HE, assessing the role of multimodal tools in fostering linguistic, cultural, and technological skills.The...
The introduction of active pedagogies into teaching practices is creating renewed motivation and energy for teachers and students alike. These varied pedagogies, marked by a few trends, represent, particularly in higher education (HE), a tremendous opportunity to modernise content and make the learning environment livelier and more open. However, it should be acknowledged that many difficulties have arisen, and...
The JASM project used the Korsakow6 platform to produce Storytelling in foreign languages (FL), by students of the Media Studies degree course (Higher Education-HE) of the Escola Superior de Educação de Viseu (ESEV, Portugal). Objective: Look into the impact of non-linear digital narratives upon FL learning in HE, assessing the role of multimodal tools in fostering linguistic, cultural, and technological skills...
Las pedagogías activas en la Educación Superior (ES), cuando se aplican adecuadamente, contribuyen al éxito del aprendizaje a diferentes niveles (Delplancq et al., 2023). En el contexto de la enseñanza de lenguas extranjeras (FL), permiten el desarrollo de múltiples competencias (CEDEFOP, 2023) en un entorno favorable al aprendizaje. En la realidad global de la revolución digital, las herramientas digitales tie...
The introduction of active pedagogies into teaching practices is creating renewed motivation and energy for teachers and students alike. These varied pedagogies, marked by a few trends, represent, particularly in higher education (HE), a tremendous opportunity to modernise content and make the learning environment livelier and more open. However, it should be acknowledged that many difficulties have arisen, and...
The use of digital tools in foreign language learning in higher education raises many pedagogical challenges, particularly in terms of the skills to be developed, vital for society and the labour world, while simultane ously managing the cognitive load of students. Based on the results of experiments carried out with undergraduate Media Studies students at the Escola Superior de Educação de Viseu(Portugal), the...
The use of digital tools in foreign language learning in higher education raises many pedagogical challenges, particularly in terms of the skills to be developed, vital for society and the labour world, while simultane ously managing the cognitive load of students. Based on the results of experiments carried out with undergraduate Media Studies students at the Escola Superior de Educação de Viseu(Portugal), the...
This chapter explores the evolving role of pedagogical innovation in foreign language (FL) classes for media studies undergraduates at the School of Education (ESEV) of the Polytechnic Institute of Viseu (Portugal). It highlights the transformation of digital tools, initially seen as “icebreakers,” into powerful aids for active methodologies, fostering both hard and soft skills essential for contemporary societ...
Pedagogical innovation in higher education (HE) is a delicate subject that has already been the object of many studies. Today, it is clear that students must play a very active role in their own learning, in a process that is both increasingly individualised and collaborative, in line with the ever-changing demands of the labour market and society as a whole. Pedagogical innovation can be based on various activ...
Experiência de gamificação do ensino/aprendizagem do francês e do inglês para fins específicos; Experiência com 25 estudantes do 1.º ciclo de estudos em Comunicação Social da ESEV; Objetivos principais: Melhorar a performance dos estudantes com a integração de atividades digitais gamificadas na aprendizagem de LE no ES num curso não especificamente de línguas Avaliar os efeitos da gamificação em termos de compe...