In recent years, there has been increased attention on the pedagogical benefits of using digital
games. These latter have been recognized for their potential to lure and engage learners cognitively ,
emotionally and socially in the clasroom , therefore using games in education is a way to adapt and
alleviate the rigidity of certain teaching methods that force learners to fan themselves due the heat
generated.
Educational games are defined as games that aim to provide an engaging, self -reinforcing context to
motivate learners to move on towards desired outcomes in interactive, contextually relevant language
and literacy learning experiences. Promoting the use of digital games for language purposes hinges
upon the premise that learning is effective if integrated into the socio -cultural context of learners'
lives. Successful game-based learning, therefore, requires a careful planning of collaborative
tasks that encourage lifelong learning, bridging learning within and without the language classroom.
However, despite the growing interest in game effects on academic achievements, the potential of
digital games has not been thoroughly investigated from the perspectives of foreign language
learning and teaching. The purpose of this conference is to explore diverse options for university
teachers in techno-pedagogy .

EVENEMENT PRESIDENT

BENCHENNANE Djamila

PRESIDENT OF THE ORGANIZING COMMITTEE

BENCHENNANE Djamila

PRESIDENT OF THE SCIENTIFIC COMMITTEE

DIB Mohammed

objectives of the THE FIRST INTERNATIONAL CONFERENCE Social, Cognitive and Ludic Dimensions in Enhancing Teaching/Learning English in EFL Context :

  • Enable teachers to share experiences and practices with other teachers from all over the world, which can promote cooperation and exchange of good and practical usage.
  • Promote pedagogical innovation
  • Enhance the quality of education in the digital age
  • Address the impact of artificial intelligence
  • Provide teachers, educational leaders and policy makers with an opportunity to convene, survey and discuss methodologies and practices of digital gamed-based learning.
  • Themes of the THE FIRST INTERNATIONAL CONFERENCE Social, Cognitive and Ludic Dimensions in Enhancing Teaching/Learning English in EFL Context :

    Ludic Dimensions

    The relationship between games and learning

    A review of research on the application of educational computer games in EFL

    Case studies on digital game-based learning ( methods, models, strategies)

    Games for classroom-based learning

    Use of mobile games in the classroom

    How can game-based learning effectively engage learners

    Games that can reinforce language across the four skill areas

    Designing curricular games in ESP English

    Gamification-based techniques to promote learners

    Identifying types of digital games

    Assessing engagement in game-based learning

    Social Dimensions:

    The Aims of Social Dimensions in Education

    Improving Social Skills

    The necessity of Socializing

    The Importance of Social Studies

    Digital Social Learning Environments: online platforms , social interactions and collaborative learning.

    Adapting Pedagogy to Technological Advances

    Co ntttve Dimensions

    Neuroeducation: Cognitive Impact in Learning

    Developing Students’ Cognitive and Affective Understanding

    Strategies used for Education in All Learning Dimensions

    Cognitive and Affective Learning in EFL Instructional Contexts

    Enhancing the English four skills through development of instructional models based on Cognitive/social cognitive theories

    Cross cultural differences in memory processes

    Learn about our work committees

    Scientific Committee

    Dr. DIB Mohammed (university of mascara)

    Organizing Committee

    Dr. BENCHENNANE Djamila (university of mascara)

    Important Dates

    Camera-Ready Paper Deadline
    2025-01-15

    Notification of Acceptance - Response from the scientific committee
    2025-01-30

    Event date

    2025-04-29

    2025-04-30




    Template

    General informations

    Send an extended summary of 60 lines (2 pages maximum) with problematic and results. The summaries can be written in French or in English, accompanied by local words. The summaries should be contained in the following standards:

    Title Times New Roman, 12 bold font, upper case and single line spacing

    Authors: Times New Roman, font 12 italic, coordinates in Times 10.

    name, surname (11 Arial)

    Text:on A4 21x29 page, single spaced, Times 12.

    Margins: height, right and left 2.5cm.

    Abstracts should be sent by email as attachments in Word format to the following address: socldet@univ-mascara.dz

    Oral communications will be the subject of a 15-minute presentation in French or English. The scientific committee will select the papers on the basis of the abstracts provided and the authors will be notified of the acceptance of their proposal.

    PHOTO ALBUM THE FIRST INTERNATIONAL CONFERENCE Social, Cognitive and Ludic Dimensions in Enhancing Teaching/Learning English in EFL Context

    PHOTO ALBUM THE FIRST INTERNATIONAL CONFERENCE Social, Cognitive and Ludic Dimensions in Enhancing Teaching/Learning English in EFL Context

    Folded of Conférence

    Download file (PDF) :




    Mascara, Algeria

    Mascara Province is located in western Algeria, approximately 380 km from the capital. It covers an area of 5,135 square kilometers, making it a medium-sized province in Algeria. It is bordered by Tlemcen Province to the west, Sidi Bel Abbes Province to the north, Oran and Mostaganem Provinces to the north, and Saida Province to the south.

    Leave your comment

    Leave your comment THE FIRST INTERNATIONAL CONFERENCE Social, Cognitive and Ludic Dimensions in Enhancing Teaching/Learning English in EFL Context

    University of Mustapha Stambouli
    Mascara 29000 Algeria
    E-mail
    socldet@univ-mascara.dz