In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-mediated learning, the paper outlines possible and new directions of serious games in educational and social work contexts.
I serious games sono diventati negli ultimi anni degli strumenti diffusi nel campo dell’educazione poiché ritenuti utili a invogliare, motivare e supportare l’apprendimento degli studenti. Tuttavia, pochi studi indagano gli effetti a medio-lungo termine del game-based learning e molti studiosi si definiscono critici rispetto all’apprendimento mediato dalla tecnologia digitale. Il presente contributo riflette sull’importanza che i new media e i serious games hanno per i giovani appartenenti alla Net Generation come definita da Prensky. In particolare, si vuole supportare l’idea che il game-based learning è il riflesso di un cambiamento più ampio avvenuto nella nostra società che coincide con l’affermarsi del fenomeno della Gamification e il paradigma dell’homo ludens. Senza voler sottacere i limiti dell’istruzione mediata dalla tecnologia, il lavoro delinea possibili e nuovi direzioni del serious game in contesti educativi e di intervento sociale.
Marco Ciziceno (2023). Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale. MEDIA EDUCATION, 14(1), 73-82 [10.36253/me-13294].
Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale
Marco Ciziceno
Primo
2023-01-30
Abstract
In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-mediated learning, the paper outlines possible and new directions of serious games in educational and social work contexts.File | Dimensione | Formato | |
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1. Ciziceno-MediaEdu-Accepted.pdf
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OP08765_73-82_07-13294-Ciziceno.pdf
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