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Game, gaming, gamification. Promuovere consapevolezza, didattica attiva e responsabilità di consumo dei videogiochi

Translated title of the contribution: [Autom. eng. transl.] Game, gaming, gamification. Promote awareness, active teaching and responsibility for the consumption of video games
  • Margherita Alecci
  • , Fabrizia Apostolo
  • , Gabriella Bettè
  • , Laura Comaschi
  • , Vincenza Cosentino
  • , Anna D’Avanzo
  • , Mariagrazia Fregoni
  • , Ilaria Gazzillo
  • , Silvia Gorgoglione
  • , Adele Iacovaccio
  • , Rosy Lorenzini
  • , Caterina Murgida
  • , Federica Pelizzari
  • , Benedetta Ravagli
  • , Cristina Rossini

Research output: Chapter in Book/Report/Conference proceeding › Chapter

Abstract

[Autom. eng. transl.] The contribution is part of the book Citizenship onlife: it is the rethinking of digital at school around education in the critical spirit and responsibility. The proposal stems from two framework texts (Law 92 on Civic Education and the Curriculum of Digital Civic Education), two training projects for schools (IIS L. Einaudi di Chiari and ICS E. Curiel di Paullo- Tribiano) and above all 74 authors including teachers - from kindergarten to secondary school -, school managers and trainers of the Research Center on Media, Innovation and Technology Education (CREMIT) of the Catholic University. Why are gaming and gamification so important in our society? How do they relate within learning and primary school? The authors reflect on the awareness of teachers and children about the use of gaming and its inclusion within an active teaching, also placing a reflection on the use of the video game proposed by the scholar Gee (2003)
Translated title of the contribution[Autom. eng. transl.] Game, gaming, gamification. Promote awareness, active teaching and responsibility for the consumption of video games
Original languageItalian
Title of host publicationCrescere Onlife. L’Educazione civica digitale progettata da 74 insegnanti-autori
EditorsStefano Pasta, Pier Cesare Rivoltella
Pages99-117
Number of pages19
Publication statusPublished - 2022

Keywords

  • educazione civica
  • gamification
  • gaming
  • onlife
  • scrittura collaborativa

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