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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.
The consideration that the only goal of games is the achievement of entertainment is still commonly accepted, although there is now an outgrowing perspective that believes in the use of games to promote learning. This exploratory quantitative research examines both in-service and pre-service Spanish teacher perceptions (n = 112) about using digital games in their lessons, paying a special attention to the TPACK model, and comparing the results regarding age, gender, and professional situation. Responses show a positive attitude towards the potential use of video games in their lessons, although there are differences considering the results of the items concerning technological, pedagogical, or content knowledge. The data presented in this study is relevant to guide the design of curriculum and training programs, as well as to develop strategies to support and scaffold pre-service and in-service teachers' knowledge and practical implementation of digital game-based learning (DGBL).
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