Learning, Play And Gamification At School

Autori

  • Antonio Ascione Università di Bari Aldo Moro
  • Giovanni Tafuri Università degli studi di Napoli Parthenope

DOI:

https://doi.org/10.32043/jimtlt.v4i2.169

Parole chiave:

Teaching-learning process; Game; Gamification; School.

Abstract

Negli ultimi anni la competenza digitale si è imposta nella società, nella politica e nella ricerca. In particolar modo essa si è focalizzata sull’importanza di offrire ai bambini e agli adolescenti la possibilità di possedere delle competenze digitali capaci di rendere gli stessi un valore aggiunto per la società (Pedone, 2024).  Per far sì che quanto detto sia fattibile, si è puntato sull’apprendimento basato sul gioco, in quanto capace di sfruttare l’aspetto ludico per migliorare l’esperienza dello studente (Elena, Gaggioli, Maria, 2023).

Lo scopo di questo lavoro è quello di tracciare ed analizzare le tendenze emergenti della gamification nel settore della formazione educativa. I risultati conducono alla conclusione che la gamification e le strategie di apprendimento base sul gioco possono migliorare il rendimento scolastico, l’impegno e la motivazione degli studenti.

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Pubblicato

2024-07-01

Come citare

Ascione, A., & Tafuri, G. (2024). Learning, Play And Gamification At School. Journal of Inclusive Methodology and Technology in Learning and Teaching, 4(2). https://doi.org/10.32043/jimtlt.v4i2.169

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