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 language | Italian |
| Title of host publication | Crescere Onlife. L’Educazione civica digitale progettata da 74 insegnanti-autori |
| Editors | Stefano Pasta, Pier Cesare Rivoltella |
| Pages | 99-117 |
| Number of pages | 19 |
| Publication status | Published - 2022 |
Keywords
- educazione civica
- gamification
- gaming
- onlife
- scrittura collaborativa
Fingerprint
Dive into the research topics of '[Autom. eng. transl.] Game, gaming, gamification. Promote awareness, active teaching and responsibility for the consumption of video games'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver