Escape Rooms and the Work of Play for action in the age of technology: a study on the didactic perceptions of students at the Mediterranea University of Reggio Calabria.

Autori

  • Silvestro Malara Università Mediterranea degli Studi di Reggio Calabria
  • Maria Sammarro Università Mediterranea di Reggio Calabria

Parole chiave:

Didactic, Work, Play, Escape room

Abstract

This paper explores the pedagogical relationship between play, work, and learning, from Montessori’s notion that “play is the child’s work” to contemporary approaches of gamification and digital didactics. It reinterprets play as an essential component of cognitive, social, and emotional development, overcoming the traditional opposition between otium and negotium. Building on Biesta’s concept of “learnification,” the study situates the renewed educational value of play in the context of digital transformation accelerated by the COVID-19 pandemic.
A qualitative study involving 300 pre-service primary and kindergarten teachers at the University Mediterranea of Reggio Calabria investigated perceptions and practices through the design of digital Escape Rooms (ERs). Using platforms such as Genially, Canva, and PowerPoint, students created gamified learning units based on backward design and social constructivism, promoting collaboration, creativity, and self-assessment. The findings, interpreted through the frameworks of Volterrani (2021) and Vizzari (2022), highlight how gamification and educational ERs foster motivation, cooperation, and reflective learning. Playful, game-based methodologies thus emerge as powerful tools for experiential and value-centered education in contemporary digital teaching.

Riferimenti bibliografici

Arendt, H. (2017). Vita activa. Milano: Bompiani.

Bonaiuti G., Calvani A., Menichetti L., Vivanet G., (2017). Le tecnologie educative. Roma: Carocci.

Biesta, J.J. (2022). Riscoprire l’insegnamento. Milano: Raffaello Cortina editore.

Castoldi, M. (2017). Costruire unità di apprendimento. Guida alla progettazione a ritroso. Roma: Carocci

Cambi F., Pinto Minerva, F. (2023). Governare l’età della tecnica. Il ruolo chiave della formazione. Mi-mesis: Milano.

Damiano, E. (2016). La mediazione didattica per una teoria dell’insegnamento. Franco Angeli.

Malone, T.W., Lepper, M.R. (1987). Making learning fun: a taxonomy of intrinsic motivations for learning. Hillsdale: Lawrence Erlbaum associates.

Maestri, A., Sassoon, J. & Polsinelli, P. (2018). Giochi da prendere sul serio. Gamification, storytelling e game design. Milano: Franco Angeli.

Montessori, M. (1972). La scoperta del bambino. Milano: Garzanti.

Rivoltella, P.C., Panciroli, C. (2023) Pedagogia algoritimica. Per una riflessione educativa sull’intelligenza artificiale. Brescia: Scholè.

Vizzari, A. R. (2022). Didattica con le Escape Room. Spunti metodologici e percorsi operativi disciplinari. Trento: Erickson.

Volterrani, V. (2021). Game Based Learnig e Gamification: facciamo chiarezza. Bologna: Tecnologie della Società e dell’Informazione.

##submission.downloads##

Pubblicato

2025-11-21

Come citare

Malara, S., & Sammarro, M. (2025). Escape Rooms and the Work of Play for action in the age of technology: a study on the didactic perceptions of students at the Mediterranea University of Reggio Calabria. Journal of Inclusive Methodology and Technology in Learning and Teaching, 5(4). Recuperato da https://inclusiveteaching.it/index.php/inclusiveteaching/article/view/452