Active learning and academic teaching: a gamification experience between game and inclusion


Due to the Covid-19 pandemic, the higher education system had to reconsider its approach to teaching and evaluation to address the issue of students' lack of motivation. This paper illustrates how the gamification-based course "Nuove Tecnologie per l'Educazione e la Formazione" (A.Y. 2021/2022) was designed using a combination of technological tools, inclusive digital education content, and gaming elements to increase student engagement and motivation. The theoretical framework of the experiment is described, with particular attention to the role of gamification in educational processes. The design of the hybrid course also includes a description of the activities carried out on Moodle and the gaming mechanisms developed and implemented. Finally, some concluding reflections are presented from the perspectives of teachers and designers, as well as feedback from students who participated in the experiment.