L’impatto del parlato, degli effetti audio e delle colonne sonore negli edugames: aspetti teorici e pratici

Autori

  • Alessio Di Paolo Department of Human, Philosophical and Education Sciences, University of Salerno

DOI:

https://doi.org/10.32043/jimtlt.v3i3.102

Parole chiave:

Musica; tecnologie, edugames, inclusione

Abstract

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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Pubblicato

2023-09-28

Come citare

Di Paolo, A. (2023). L’impatto del parlato, degli effetti audio e delle colonne sonore negli edugames: aspetti teorici e pratici. Journal of Inclusive Methodology and Technology in Learning and Teaching, 3(3). https://doi.org/10.32043/jimtlt.v3i3.102

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