Competencies and objectives

 

Course context for academic year 2026-27

This subject based on a practical approach focuses on the study and analysis of modern technology and digital tools used for language learning: social networks, Artificial Intelligence, mobile applications, video games. It provides a comprehensive view of how digital tools can be used for language learning and acquisition.

Students will have the opportunity to familiarize themselves with a variety of cutting-edge tools, applications, and video games, and will learn to evaluate their effectiveness and applicability in different learning contexts. The pedagogical theories underlying these tools will be discussed, and how they can be adapted to the individual needs of learners will be explored.

In addition, the subject will address the advantages and challenges of these tools, including student motivation, social interaction, gamification, and issues of accessibility and equity. Students will also have the opportunity to design and test their own projects.

 

 

Learning outcomes / Course competencies (verified by ANECA in official undergraduate and Master’s degrees) for academic year 2026-27

General Competences

  • CG1 : Acquire advanced knowledge in highly specialized scientific and technological research contexts to achieve a detailed and well-founded understanding of theoretical, practical and methodological aspects in one or more fields of study.
  • CG2 : Apply and integrate the knowledge acquired, its understanding, its scientific foundation, as well as related problem solving, to different social spheres and highly specialized multidisciplinary contexts, both of a research and professional nature.
  • CG3 : Evaluate and select the appropriate scientific theory and the precise methodology of their fields of study to formulate judgments based on incomplete or limited information, including, when necessary and pertinent, a reflection on the social or ethical responsibility linked to the proposed solution.
  • CG4 : Being able to predict and control the evolution of complex situations through the development of innovative work methodologies adapted to the specific scientific/research, technological or professional field, generally multidisciplinary, in which the activity is taking place.
  • CG5 : Knowing how to transmit clearly and unambiguously to an audience, specialized or not, the results from scientific and technological research or from the field of the most advanced innovation, as well as the most relevant foundations on which they are based.
  • CG6 : Develop sufficient autonomy to participate in research projects and scientific or technological collaborations in their thematic field, in interdisciplinary contexts and also when a high component of knowledge transfer is involved.
  • CG7 : Being able to take responsibility for their own professional development and specialization in one or more fields of study.

 

Specific Competences

  • CE10 : Critically argue, make judgments and contribute ideas to apply the knowledge acquired to the realization and development of an initial research project (TFM).
  • CE7 : Acquire increasing autonomy in the learning process that facilitates the search for resources and information to perform research tasks in the field of English Studies.
  • CE8 : Master and properly use the necessary tools to search for sources and references to carry out research work in the field of English Studies.
  • CE9 : Being able to argue, critically question and propose new solutions based on the analysis of the main critical studies within the field of literary, cultural and linguistic studies in the English language.

 

Basic Competences

  • CB10 : That students possess the learning skills that allow them to continue studying in a way that will be largely self-directed or autonomous.
  • CB6 : Possess and understand knowledge that provides a basis or opportunity to be original in the development and/or application of ideas, often in a research setting.
  • CB7 : That students know how to apply the knowledge acquired and their problem-solving skills in new or little-known environments within broader (or multidisciplinary) contexts related to their area of study.
  • CB8 : That students are able to integrate knowledge and face the complexity of formulating judgments based on information that, being incomplete or limited, includes reflections on the social and ethical responsibilities linked to the application of their knowledge and judgments.
  • CB9 : That students know how to communicate their conclusions and knowledge, and the ultimate reasons that support them to specialized and non-specialized audiences in a clear and unambiguous way.

 

 

 

Learning outcomes (Training objectives)

 

Upon successful completion of this course, students will be able to:
Know the methodological principles of mobile applications and video games in teaching and university research.
Know the different possibilities offered by mobile applications and video games in the teaching-learning processes of foreign languages.
To learn about different video games and mobile applications that encourage and enable the player to improve language skills in an autonomous and ubiquitous way.
To use video games and gamification strategies that allow the improvement of foreign language skills.
Design didactic and research contents with the technological resources analyzed according to their area of specialty.

Upon successful completion of this course, students will be able to:

  • Know the methodological principles of mobile applications and video games in teaching and university research.
  • Know the different possibilities offered by mobile applications and video games in the teaching-learning processes of foreign languages.
  • To learn about different video games and mobile applications that encourage and enable the player to improve language skills in an autonomous and ubiquitous way.
  • To use video games and gamification strategies that allow the improvement of foreign language skills.
  • Design didactic and research contents with the technological resources analyzed according to their area of specialty.

 

 

 

Specific objectives stated by the academic staff for academic year 2026-27

  1. Analyze the modern digital tools used for language learning: Students should be able to identify and describe the features and functionalities of various digital tools, such as social networks, AI, mobile applications, and video games, and how they are used for language learning and acquisition.
  2. Evaluate the effectiveness and applicability of digital tools in different learning contexts: Students should develop critical skills to assess the usefulness and efficacy of different digital tools in various language learning contexts.
  3. Apply the pedagogical theories underlying these digital tools: Students should be able to discuss and explain the pedagogical theories that serve as the basis for the design and use of these digital tools in language learning.
  4. Examine and discuss the advantages and challenges of digital tools for language learning: Students should be able to identify the advantages and challenges of these tools, including student motivation, social interaction, gamification, and issues of accessibility and equity.
  5. Design lesson plans and language learning projects using digital tools: Students should be able to apply their knowledge and skills to design and test their own language learning projects using various digital tools, and evaluate their effectiveness in different educational contexts.

 

 

General

Code: 48713
Lecturer responsible:
Belda Medina, Jose Ramon
Credits ECTS: 4,50
Theoretical credits: 0,92
Practical credits: 0,88
Distance-base hours: 2,70

Departments involved

  • Dept: English Philology
    Area: English Studies
    Theoretical credits: 0,92
    Practical credits: 0,88
    This Dept. is responsible for the course.
    This Dept. is responsible for the final mark record.

Study programmes where this course is taught