The school of gamification: serious games for an active education and inclusive didactics


Abstract

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 content, promote learning, interest and involvement and encourage the continuation of the performance of an activity, especially in an inclusive perspective of pupils with special educational needs (SEN). They represent virtual learning environments in which the user acquires knowledge by exploring and finding solutions. From the experiences it emerges that the SG are characterized by the acquisition of information, which allow to refine perception, stimulate attention and memory, encouraging a transformation of behavior through learning by doing and allow to facilitate, develop, increase and mature disciplinary and transversal skills.