About
I am an associate professor of Italian language, literature and culture with twenty-six years of teaching & leadership experience at the university level. Since July 1st, 2020, I serve as Chairperson of the Department of Languages, Literatures, and Cultures at Saint Louis University. My areas of specialization are Medieval & Renaissance Italian literature and foreign (F/L2) language acquisition. Currently, my focus is on the applications of technology and digital media to language acquisition, in particular video game-based learning (VGBL). In fall 2016, as a recipient of the Saint Louis University (SLU) Reinert Center for Innovative Teaching, I developed Intensive Italian for Gamers. The course was successfully taught in the SLU state-of-the-art Learning Studio in spring 2017. I have presented my research and results in workshops and presentations, at conferences and in publications (in print and forthcoming).
I have an extensive and eclectic background in Classics (Greek and Latin, Philology, Literature), Ancient and Medieval History, Theology, Philosophy; but also in Cinema Studies, International Studies, Communications and Journalism. I definitely enjoyed the variety of my studies. I am a firm believer in multidisciplinary approaches to both learning and teaching. Education
Ph.D. in Italian: University of Connecticut (Storrs, CT), Spring 2001.
DISSERTATION: “Paradisus, locus amoenus: Tradizione e intertestualita` nel Paradiso dantesco” [Tradition and Intertextuality in Dante’s Paradise]. Number of pages: 440.
Diploma: Laurea in Lettere quadriennale (= M. A.): Universita` di Torino
DISSERTATION: “Images of Paradise in the Christian World of the First Five Centuries”. Major Advisor: Professor Lellia Cracco Ruggini (Roman History). Number of pages: 430.
SUPPLEMENTAL POST-GRADUATE INSTRUCTION (Italy):
Diploma: Participant Diploma. UNIVERSITY OF TURIN, Italy: 01/92-06/92: Graduate Course for Diplomatic and International Careers (Corso Post-Laurea di Preparazione per la Carriera Diplomatica e Carriere Internazionali): a six-month course organized by the Ministry of Foreign Affairs and the University Center of European Studies; held at the International Labor Organization Training Center in Turin, Italy. Main Subjects: International Law, Economics, History, English, French.
CATHOLIC UNIVERSITY OF MILAN, Italy: 11/92-06/93: School of Specialization in Social Communications-Journalism (Scuola di Specializzazione in Comunicazioni Sociali – Giornalismo): first year completed, 5 exams taken (average grade: 29/30). Subjects included Linguistics, History of Italian Cinema, History of Journalism, Composition and Style.
Publications
· IN PRINT
Monographs
o “Locus Amoenus: Nuovi strumenti di analisi della Commedia, 2020, Il Portico n. 186, Longo Editore, Ravenna (Italy), pp. 248, ISBN 9788893500593. Published on October 28, 2020. http://www.longo-editore.it/scheda_libro.php?id=1637
Articles & Book Chapters:
1. Bregni, Simone, Zamboni, Camilla and Essary, Brandon, “(Video) Games, Gamification, and Game-Based Learning in the Foreign/L2 Classroom” in Hipwell, Louise, and Melucci, Donatella, “Italian Language and Culture Conference: Challenges in the 21st Century Italian Classroom”, 1, Fall 2020, Georgetown University, pp. 7-29. https://repository.library.georgetown.edu/handle/10822/1060512?show=full [Published on October 16, 2020]
2. “Videogiochi, lingue straniere e didattica ai tempi del COVID-19 (Video Games, Foreign Languages and Teaching in the Time of COVID-19”) in Griseldaonline, the Journal of Experimental Literature Review dedicated to didactic training and computer models applied to the Human Sciences of the University of Bologna. The article, in Italian, is available at: https://site.unibo.it/griseldaonline/it/diario-quarantena/simone-bregni-videogiochi-lingue-straniere-didattica-tempi-covid-19 [published on April 10, 2020]. Refereed journal. https://site.unibo.it/griseldaonline/it/chi-siamo
3. Three chapters in “Learning, Education & Games Vol. 3: 100 Games to Use in the Classroom,” ETC Press/Carnegie Mellon: Assassin’s Creed – The Series (co-edited with G. Aroni & H. McDonald), pp. 35-41; Rise of the Tomb Raider, pp. 373-378; The Invisible Hours, pp. 437-440. Available as a PDF download and in print. http://press.etc.cmu.edu/index.php/product/learning-education-games-volume-3/ [published on November 20, 2019]. Refereed book series.
4. “Video Game-Based Learning as a Preparatory Device & Simulation Strategies for Study Abroad Programs.” Beyond – The ISI Florence & Umbra Institute Journal of International Education, 2, 2019, 16-38. Available as a PDF download and in print. https://www.beyondjournal.online/post/video-game-based-learning-as-a-preparatory-device-simulation-strategies-for-study-abroad-programs [published on June 28, 2019]. Refereed journal.
5. “Using Video Games to Teach Italian Language & Culture: Useful, Effective, Feasible?” NEMLA Italian Studies XXXIX special issue “The Italian Digital Classroom: Italian Culture and Literature through digital tools and social media.”, 2017, pp. 42-71. Available as a PDF download and in print.
https://www.buffalo.edu/content/dam/www/nemla/NIS/XXXIX/NeMLA%20Italian%20Studies%202017%20-%20Using%20Video%20Games.pdf [published on October 6, 2018]. Refereed journal.
6. “Assassin’s Creed Taught Me Italian: Video Games and the Quest for Foreign Language Acquisition.” Profession, the Journal of the Modern Language Association. https://profession.mla.hcommons-staging.org/2018/03/22/assassins-creed-taught-me-italian/ [published on April 13, 2018]. Refereed Journal. Profession is one of the leading journals in the field of Foreign Languages.
Prior to Tenure & Promotion:
7. “The Ubiquitous Language Lab – Using the iPod Touch to Enhance Language and Culture Acquisition.” Ubiquitous Learning: An International Journal, Volume 4, Issue 2 (2012), pp. 81-90. Published. PDF download at http://ijq.cgpublisher.com/product/pub.186/prod.177 and in print. Refereed journal.
8. “Enhancing language Learning and Culture through P2P.” In print: Academic Exchange Quarterly, Spring 2006, pp. 33-37. Refereed journal.
9. “Paradisus, locus amoenus: le immagini del paradiso nei primi cinque secoli dell’era cristiana.” In print: Rivista di Storia e Letteratura Religiosa, 41/2 (2005), pp. 297-328.
10. “In Praise of the Revolution: Using Napster-like Software to Teach Italian Language & Culture”. In print: Italian Cultural Studies 2001, Florida Atlantic University (2004), pp. 1-12. Refereed journal.
11. “Eros and Lusus: Power and Play in Aretino’s Il Marescalco.” In print: Romance Language Annual 2000, Vol. XII (2004), pp. 139-144. Refereed journal.
· ACCEPTED FOR PUBLICATION / IN PRESS
Peer-reviewed articles
1. “Hybrid Design & Flipping the Classroom in Thematic/Content-Oriented Foreign Language Courses: Developing Intensive Italian for Gamers.” RILA (Rassegna Italiana di Linguistica Applicata), edizioni Ca’ Foscari, Venezia, Italy). Email of acceptance received on June 23, 2020. Refereed Journal. Expected publication date: fall 2021.
2. “Unarmed prophets have always been destroyed, whereas armed prophets have succeeded: Machiavelli’s Portrayal in the Assassin’s Creed Series.” A chapter to appear in Benincasa, A. & Polegato, A., Machiavelli Pop. The Power and its Representations in the Media. Palgrave. Email of acceptance received on September 16, 2020. Refereed publication. Expected publication date: summer 2021.
Projects
1. “Italian/Foreign Languages for Gamers” – A textbook project. This was part of my sabbatical research project. The material I created for my Intensive Italian for Gamers course is being revised and put in textbook form. A complete proposal (including sample chapters) for a textbook, which intended as a supplement for “regular” elementary through advanced foreign language textbooks, was submitted to publishers. It was very favorably received, and it is currently under examination. I have been cooperating on this project with fellow faculty members in Italian at other US institutions since the 2017 AAIS conference. I am the main editor/first name, and my colleague Brandon Essary, Ph.D., Elon University, is my co-author. Our proposed textbook is potentially translatable/adaptable/editable in all major languages.
2. “Gaming in Second/Foreign Language Acquisition” – A book project. This is a collaborative effort, currently being explored with colleagues in Italian, French, Spanish and German in universities in North America. We are at the initial, planning stage of the project: a collection of essays on digital, interactive realia, “gamification”, “serious” gaming, commercial gaming as applied to F/L2 acquisition. I would provide an introduction and one essay. We are looking to propose the manuscript to the MLA – Profession series.
3. “Inferno X: Dante & Catharism.” Under revision.
4. “Locus Amoenus: The Evolution of a topos from Dante to Ariosto”. Under revision. Article will be submitted to the International Journal of the Classical Tradition.
Upcoming Talks and Conferences
1. “Unarmed prophets have always been destroyed, whereas armed prophets have succeeded: Machiavelli’s Portrayal in the Assassin’s Creed Series” at the Roundtable session “Machiavelli in contemporary media” at the annual convention of the American Association of Italian Studies (AAIS), June 1, 2021.
2. “Game-based learning in action” a one-hour seminar presentation at the virtual conference “Video Game in Translation”, organized by the Francophone Center of St. Louis, Webster University, Washington University, and Saint Louis University. May 22, 2022. I also served as scientific director for the conference. https://conta.cc/3bwCPJs
3. “Teaching Dante in the Covid-19 Pandemic: Dante as an Instrument of Resilience” at the round-table “Dante: Ieri, Oggi & Domani” on Dante’s legacy on the 700th anniversary of his death, organized by Sorrento’s Sant’Anna Institute and moderated by Dr. Marco Marino. Speakers (as per program): Simone Bregni, Saint Louis University (Missouri, USA); Sandro-Angelo De Thomasis, Yale University (Connecticut, USA); Brandon Essary, Elon University (North Carolina, USA); Domenico Palumbo, Sant’Anna Institute (Italia); Marco Paoli Legler, Uzbekistan State University of World Languages (Uzbekistan); Rossella Pescatori, El Camino College (California, USA). https://www.santannainstitute.com/events/round-table-dante-ieri-oggi-domani/
4. “Video Game-Based Foreign Language Learning & the New Frontiers of Immersive VR” at the Roundtable session “(Video)Game-Based Learning Approaches in the FL/L2 Classroom” at the 2020 Virtual ACTFL Convention, October 26, 2020.
5. “Video Game-Based Learning in Italian Language, Literature & Culture Courses: Benefits, Challenges & Ongoing Development” at the Roundtable session “Gamification and (Video)Game-Based Learning in the F/L2 Classroom.” at the Italian Language and Culture Conference: Challenges in the 21st Century Italian Classroom, October 26, 2019. Georgetown University, Georgetown, Washington DC.
6. “Developments in Video Game-Based Learning” in the Roundtable Session “Gamification and (Video) Game-Based Learning in the Second/Foreign Language Classroom” at the annual convention of the American Association of Italian Studies (AAIS), March 15, 2019 at Wake Forest University, Winston-Salem, NC.
7. “Video Game-Based Learning in the College Classroom” in the session “Can AAA Games Be Used to Improve Education?” at the SXSW EDU Conference, March 6, 2019 in Austin, TX. The session was organized by Maxime Durand, Ubisoft’s historian in charge of the Assassin’s Creed series.
Memberships
MLA
AAIS