Learning, Play And Gamification At School
DOI:
https://doi.org/10.32043/jimtlt.v4i2.169Parole 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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Copyright (c) 2024 Antonio Ascione, Giovanni Tafuri
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