Il “serious game” (SG), concetto apparentemente ossimorico, rimanda ad un’attività seria in un contesto di gioco, senza finalità di intrattenimento. Si tratta, quindi, di un gioco “in cui l’educazione (nelle sue varie forme) è l’obiettivo principale piuttosto che…
The spread of technologies, of the growing human-machine interaction, of the culture of simulation and, in particular, of video games has led to the definition of a new anthropological model, the Homo Game, in which the playful dimension, increasingly linked to the technological one, has become…
The basis of a sustainable training path is the analysis of certain factors and the passing of certain stages that enable it to be predictive. The effectiveness of training design, in fact, depends, in large part, on a subject's ability to invest in one’s talent, to consider the resources…
Playing videogames can positively affect health and well-being in older adults, alleviating the loss of cognitive functions and promoting a better lifestyle. The videogame industry recently started to produce games and apps specifically aimed at promoting physical and cognitive training (exergames…
“We can always do something. Didactic itineraries for legality” (Gianeselli, 2023) : in this project the serious game is built in four phases. The classroom’s setting is the simulation of a debate with the dialogical paradigm already experimented by Pasolini in the theatrical field and the use…
Game-based learning has a well-established tradition at the nursery and primary schools. Traditionally, however, in the upper school levels - and even more in adult education -, there is a split between educational and recreational activities, the latter being addressed mainly to pure entertainment,…