STRATEGIE LUDICHE PER L'APPRENDIMENTО. Gioco, Videogioco e Gamification in contesti educativi e didattici

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Abstract

Playing to learn is much more than a slogan: it is a deliberate educational choice, a pedagogical perspective, and a concrete, planned direction for rethinking teaching in an active, participatory, and meaningful way. At a time when education is faced with increasing complexity and the need to renew methodologies, languages, and relationships, play represents a generative opportunity to build authentic, engaging, and transformative learning environments. This volume offers a structured, rigorous, and accessible overview of the use of playful strategies in educational and school contexts, with a specific focus on four key dimensions: game-based learning, gamification, video games, and playful learning. Each strategy is investigated in terms of its theoretical value, explored through international models, and analyzed in terms of its potential educational, cognitive, and relational impacts. The objective is twofold: on the one hand, to contribute to the dissemination of a culture of play as a well-established educational practice; on the other, to offer operational tools for the design, implementation, and evaluation of intentional playful experiences. The text balances theory and practice, epistemological frameworks and operational tools, offering a modular structure that includes design schemes, evaluation rubrics, templates, teaching examples, and case studies, useful for accompanying educators, teachers, pedagogists, and trainers in the construction of playful paths consistent with educational objectives and calibrated to real contexts of intervention. Through a critical and in-depth analysis of games, their mechanics, engagement dynamics, and pedagogical implications, the volume promotes a vision of post-digital education centered on experience, reflexivity, and relationships. In this perspective, play is not an ancillary activity or a simple motivational lever, but a complex educational tool capable of activating deep, meaningful, and transformative learning processes. It is therefore an invitation to play with educational intent, designing experiences that engage the mind, emotions, and action. Who it is for: teachers, educators, pedagogists, university students, and trainers interested in integrating play into educational contexts in a conscious, planned, and documented way.
Titolo tradotto del contributoPLAYFUL STRATEGIES FOR LEARNING. Game, Video Game and Gamification in educational and educational settings
Lingua originaleItalian
EditorePensa MultiMedia
Numero di pagine416
ISBN (stampa)9791255683209
Stato di pubblicazionePubblicato - 2025

Keywords

  • gioco
  • videogioco
  • gamification
  • strategie ludiche
  • apprendimento

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