L’impatto del parlato, degli effetti audio e delle colonne sonore negli edugames: aspetti teorici e pratici
DOI:
https://doi.org/10.32043/jimtlt.v3i3.102Parole chiave:
Musica; tecnologie, edugames, inclusioneAbstract
Gli Edugames, in quanto giochi educativi che si avvalgono dell’ausilio dei motori grafici dei videogames, sono oggi dei mezzi non solo per rinsaldare la sfera ludica, bensì per fungere da mediatori educativi, presentandosi in grado di rispondere ai molteplici bisogni formativi degli utenti sulla base delle loro differenti intelligenze multiple. Nel presente contributo si tenterà di fornire un quadro teorico circa il potenziale che il parlato, gli effetti audio e le colonne sonore possono avere in un edugame. Saranno presentati, oltre ad una riflessione teorica, anche degli strumenti di supporto pratici ed in open access aventi come componente essenziale il suono, da poter utilizzare in fase di elaborazione di un edugame e da rivolgere a tutti i fruitori, in un’ottica inclusiva.
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