<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:creator>Tschupp, Guillaume</dc:creator>
  <dc:creator>Borloz, Erica</dc:creator>
  <dc:date>2025</dc:date>
  <dc:description xmlns:ns0="xml" ns0:lang="en">This article explores English Quest, an innovative video game for English language learning. Combining artificial intelligence, Digital Game-Based Learning, and Interactive Fiction, the game offers immersive interactions with virtual characters. The study examines its pedagogical potential, highlighting its support for stimulating, creative, and authentic learning. While promising, the game has limitations, including a high difficulty level and lack of flexibility. The article concludes by discussing improvement perspectives and English Quest's potential impact on the future of language learning in the context of digital education.</dc:description>
  <dc:format>application/pdf</dc:format>
  <dc:identifier>https://fredi.hepvs.ch/global/documents/331857</dc:identifier>
  <dc:identifier>https://fredi.hepvs.ch/documents/331857/files/Babylonia 2025_1.pdf</dc:identifier>
  <dc:language>fre</dc:language>
  <dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
  <dc:rights>CC BY-NC</dc:rights>
  <dc:source>Babylonia. - 2025, no. 1, p. 62-65</dc:source>
  <dc:title xmlns:ns1="xml" ns1:lang="fr">English quest : exploration du potentiel pédagogique des IA génératives dans l'apprentissage des langues</dc:title>
  <dc:type>http://purl.org/coar/resource_type/c_6501</dc:type>
</oai_dc:dc>
