Editoriale. Giochi da tavolo e videogiochi nell’educazione: Sfide e opportunità

Contenuto principale dell'articolo

Marcello Passarelli
Massimiliano Andreoletti
Liliana Silva
Sylvester Arnab

Abstract

Sommario Il Game-Based Learning (GBL) è sempre più popolare in tutti i livelli scolari, offrendo approcci coinvolgenti ed esperienziali che promuovono l’apprendimento disciplinare e le competenze trasversali. Questa special issue esplora il potenziale educativo dei giochi commerciali e dei “serious games”, in formato digitale e analogico, a supporto dell’apprendimento in diversi ambiti, dalle STEM alla media literacy. Il numero esamina le difficoltà legate all’implementazione del GBL, come la necessità di competenze nella progettazione didattica, di formazione degli insegnanti e di pratiche inclusive che rispondano alla diversità degli studenti. I contributi adottano una varietà di metodologie, da studi sperimentali a rassegne della letteratura, ed estendono il campo d’indagine esplorando temi poco trattati, come i giochi basati sul biofeedback o le differenze di genere nell’efficacia della gamification. Nel complesso, i contributi mettono in evidenza la varietà degli approcci al GBL, riflettendo su come il gioco debba essere impiegato per risultare davvero efficace.

Dettagli dell'articolo

Sezione
Editoriale

Riferimenti bibliografici

Andreoletti, M., Tinterri, A., & Dipace, A. (2024, October). Game at school? Italian teachers' perceptions of the introduction of games in the classroom. In K. Kilså & R. V. Basaiawmoit (Eds.), Proceedings of the 18th European Conference on Games Based Learning. Academic Conferences and Publishing Limited.

Arnab, S., Mahon, D., Masters, A., Morini, L., Minoi, J. L., & Mohamad, F. S. (2021, September). Towards the mapping of learning, playful, and frugal aspects for developing 21st century competencies and resilience. In P. Fotaris (Ed.), 15th European Conference on Games Based Learning (pp. 14–24). Academic Conferences and Publishing International. https://doi.org/10.34190/GBL.21.043

Arnab, S., & Walaszczyk, L. (2022). The potential of game-based micro-learning resources for engaging learners with intercultural competence development. Journal of Cognitive Sciences and Human Development, 8(2), 1–22. https://doi.org/10.33736/jcshd.4741.2022

Bermingham, S., Charlier, N., Dagnino, F., Duggan, J., Earp, J., Kristian, K., Luts, E., Whitton, N., & van der Stock, L. (2013). Approaches to collaborative game‐making for fostering 21st century skills. In Proceedings of the 7th European Conference on Games-Based Learning (ECGBL) (Vol. 1, pp. 45–52), Porto, Portugal, October 3–5. (ISI Proceedings).

Dagnino, F. M., Passarelli, M., Perrotta, C., & Persico, D. (2019). Editorial. Digital games and learning. Italian Journal of Educational Technology, 27(2), 87–90. https://doi.org/10.17471/2499-4324/1128

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining 'gamification'. In A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.), Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). https://doi.org/10.1145/2181037.2181040

Hwang, G. J., & Chen, P. Y. (2022). Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing, 40, Article 100459. https://doi.org/10.1016/j.entcom.2021.100459

Passarelli, M., Dagnino, F. M., Earp, J., Manganello, F., Persico, D., Pozzi, F., Strano, A., Luciani, M., & Haggis-Burridge, M. (2019). Educational games as a motivational tool: Considerations on their potential and limitations. In H. Lame, S. Zvacek, & J. Uhomoibhi (Eds.), Proceedings of the 11th International Conference on Computer Supported Education (pp. 330–337). SciTePress. https://doi.org/10.5220/0007586503300337

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Rye, S., Sousa, M., & Sousa, C. (2025). Introduction to game-based learning. In Transformative Learning Through Play: Analogue Games as Vehicles for Educational Innovation (pp. 29–68). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-78523-8_2

Silva, L. (2021). Through the screen: Reflections on online training experience about didactic and assessment use of boardgames. In Proceedings of the 2nd International Conference of the Journal Scuola Democratica, Volume II (pp. 63–76). Associazione “Per Scuola Democratica”.