The serious game (SG) underlies the concept of edutainment, a type of game that aims to educate by entertaining. The effectiveness of such a tool is especially revealed when applied to the museum environment as promoting innovative forms of entertainment helps to attract new categories of users,…
The issue of employment for people with disabilities, and in particular for young adults taking their first steps in the world through PCTO, has emerged within special education as fundamental to a broader conceptualisation that includes aspects of adulthood, self-construction, self-determination…
Serious Games are proving their suitability in business training and inclusion processes aimed at promoting and respecting all diversities. In fact, the main objective of this contribution is to investigate how serious games can facilitate the updating of employees, the individual and collective…
Food, in its various forms and representations, plays a fundamental role in the culture of every population in the world, given its importance to the health of each individual. Healthy nutritional practice and correct eating behaviors are useful to achieve optimal growth and development of the…
Digital learning increases cognitive and social skills (Anolli & Mantovani, 2011). This paper explores the use of Serious games (SGs) as online and collaborative learning tools. It reports the experience of an intervention addressed to 90 university students and the evaluation of the…
The contribution presents a game-based training experience aimed at high school students, developed as part of the "Career Development and Future Professions'' orientation course offered by the University of Siena and funded through PNRR resources (D.M. 934/2022). The course involved 5 high schools…
The central role of Serious Games (SG) in the development of soft skills, of the worker's personal competences, prompts pedagogical reflection. In fact, if on the one hand their presence is propaedeutic to better performance in work roles, on the other hand one cannot ignore the formative scope for…
The article proposes a reflection on the assessment of technology-mediated museum education, with particular reference to serious games, virtual ludic simulations with educational and training purposes which, using digital devices, reproduce real situations and experiences. The introduction of…