The 18th Week of Italian Language in the World will take place from 15 to 21 October 2018 and it will be centered around the topic “Italian and the Network, the Networks for Italian”. For this reason, the Istituto Italiano di Cultura, in collaboration with the Italian and Media Departments of University of Toronto, York University, and University of Toronto Mississauga, presents Betwyll project, an innovative social reading app based on the TwLetteratura Method.
The project will be officially introduced in Toronto on Friday October 19, during a conference at the University of Toronto. Iuri Moscardi (North America marketing manager – Betwyll) will explain the methodology upon which it relies: the people and the students attending the conference will have the opportunity to try Betwyll.
Betwyll is a start-up based in Italy, which in 2014 released an app to read and comment texts following a precise methodology that combines traditional reading with the potential of social networks. Within the app (free download for free), students read and comment a text in very short messages of a maximum of 140 characters, which are shared and commented by peers and professors. At the same time, it makes students feel part of a community of learners, increasing their involvement, and provides teachers with a useful resource for both inside and outside class activities. Betwyll has already been employed in many universities outside of Italy as a support to non-native speakers in Italian courses.
After the presentation on October 19, the project will take place at the beginning of 2019. The students will read the text of the novel and comment on it by referring to summaries of the chapters, published on Betwyll. During the project, the professors will take advantage of Betwyll’s adaptability: the students read the text in Italian and publish their “twylls” (short messages of 140 characters). By reading these “twylls”, their professors will test the students’ understanding and writing skills and give real time feedbacks by posting replies. Students perceive the activity as a game: it relies on the “learning by doing” principle, allowing them to make mistakes and to experience new ways of collaborative learning.