In the framework of didactic-educational design, assessment, considered in its constructive function of the formative process (Scriven, 1967), can activate forms of complex cognitive interaction between teacher and student (Trinchero, 2023) and generate feedback useful for forms of…
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…
Serious Games (SG) represent an innovative and increasingly popular learning mode in a variety of fields, including education, vocational training and personnel selection. The use of such tools is based on the ability to engage users in playful activities, aimed at assessing and developing specific…
This paper describes a reflection on an experience carried out as part of a direct internship in the support specialization course at the University of Sassari. Serious Games (SG) activate gamification dynamics, develop skills and competences transferable in the real world, convey educational…
The digital skills are fundamental to make adequate use of the digital services of the public administration and to access to the world of work. In learning contexts, it is therefore important to increase the use of digital technologies in order to improve learning processes and to develop new…
Due to the COVID-19 pandemic, many Higher Education Institutions had to quickly shift from a traditional or blended approach to an online one and find solutions to foster students’ engagement and motivation. This paper aims to describe the pilot experience of an instructional methodology based on…