S'IMpara con il videogame

Massimiliano Andreoletti, Anna Ragosta

Risultato della ricerca: Contributo in libroChapter


In recent years, video games have gradually taken a more prominent role within didactic-pedagogical experimentations. The strong interest in this so little known medium with a relatively short history is lead by the desire to project on the tech-nological evolution of the game the hopes of the future success of the training, especially at school, believing that the motivational aspects can contrast the difficulties of interpretation of a real world. The educational path is designed to make people perceive the game as a valid environment in which to be able to develop disciplinary, interdisciplinary and cross-disciplinary paths. The choice to use SimCity arises from the observation that, even if this title is very well known and sometimes used at school, some of the issues underlying the video game itself are often not very clear. Neglecting these aspects (purpose of the game and model of society at its base) and the different types of interaction can be counter-productive in relation to the vision that the students can build of the present and future society.
Titolo tradotto del contributo[Autom. eng. transl.] You learn with the video game
Lingua originaleItalian
Titolo della pubblicazione ospiteMedia, linguaggi, creatività. Un curricolo di media education per la scuola secondaria di primo grado
EditorALBERTO PAROLA, Alessia Rosa, Roberto Giannatelli
Numero di pagine18
Stato di pubblicazionePubblicato - 2013
Pubblicato esternamente

Serie di pubblicazioni

NomeMedia Education: Studi e proposte


  • media education
  • scuola secondaria di primo grado
  • simcity
  • videogiochi


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