The research presented here fits into the current theoretical and research landscape with the aim of investigating and reflecting on the possible contamination between the design proper to gamification - an active methodology increasingly present within courses in higher education - and the innovative didactics of blended learning. Starting from the analysis of the psychological and motivational principles and reference theories that make this strategy effective in the educational environment, the research aims to identify the relationships between game, video game and gamification from a cultural and educational perspective. In addition, through a systematic literature review, possible models for implementing gamification in the context of higher education are presented, reflecting on how to create an interactive and stimulating learning environment where students can monitor their progress and improve the achievement of educational goals. Finally, two case studies of blended learning in higher education, proposed within the university, are presented: students are involved in two teachings in which ludic elements have been implemented, with the aim of testing ways of changing instructional design and assessment and the possible modification of students' learning. The data show how students have greater engagement, motivation and self-efficacy in pursuing course objectives and how collaboration among students creates a more dynamic learning group. In addition, the research shows how implementing gamification requires faculty to design wisely and have a thorough understanding of students' and learning objectives, having to ensure that gamification is integrated organically into the curriculum.
La ricerca qui presentata si inserisce nel panorama teorico e di ricerca attuale con lo scopo di indagare e riflettere sulla possibile contaminazione tra il design progettuale proprio della Gamification – metodologia attiva sempre più presente all’interno di corsi dell’Higher Education – e la didattica innovativa del Blended Learning. Partendo dall’analisi dei principi psicologici e motivazionali e delle teorie di riferimento che rendono efficace questa strategia nell'ambiente educativo, la ricerca si propone di identificare le relazioni tra gioco, videogioco e gamification in ottica culturale e didattica. Inoltre, attraverso una Systematic Literature Review, vengono presentati i possibili modelli per implementare la gamification nel contesto dell'Higher Education, riflettendo su come creare un ambiente di apprendimento interattivo e stimolante, dove gli studenti possano monitorare il proprio progresso e raggiungere più efficacemente gli obiettivi didattici. Infine, vengono presentati due case study di blended learning nell'Higher Education: gli studenti sono coinvolti in due insegnamenti, proposti dentro l’Università, all’interno dei quali sono stati implementati elementi ludici, con l’obiettivo di verificare le modalità di cambiamento della progettazione didattica e dell’assessment e la possibile modifica dell’apprendimento dello studente. I dati dimostrano come gli studenti sperimentino maggiore coinvolgimento, motivazione e autoefficacia nel perseguire gli obiettivi del corso e come la collaborazione tra pari crei un gruppo di apprendimento più dinamico e costruttivo. Inoltre, la ricerca mostra come l'implementazione della gamification richieda una progettazione oculata e una comprensione approfondita degli studenti e degli obiettivi dell'apprendimento da parte dei docenti, che si devono assicurare che la gamification sia integrata organicamente nel curriculum.
PELIZZARI, FEDERICA, TEORIA E METODI DELLA GAMIFICATION. ANALISI E STUDIO DI UN CASO DELL'HIGHER EDUCATION, RIVOLTELLA, PIER CESARE, Università Cattolica del Sacro Cuore Milano:Ciclo XXXVI [https://hdl.handle.net/10807/286212]
TEORIA E METODI DELLA GAMIFICATION. ANALISI E STUDIO DI UN CASO DELL'HIGHER EDUCATION
Pelizzari, Federica
2024
Abstract
The research presented here fits into the current theoretical and research landscape with the aim of investigating and reflecting on the possible contamination between the design proper to gamification - an active methodology increasingly present within courses in higher education - and the innovative didactics of blended learning. Starting from the analysis of the psychological and motivational principles and reference theories that make this strategy effective in the educational environment, the research aims to identify the relationships between game, video game and gamification from a cultural and educational perspective. In addition, through a systematic literature review, possible models for implementing gamification in the context of higher education are presented, reflecting on how to create an interactive and stimulating learning environment where students can monitor their progress and improve the achievement of educational goals. Finally, two case studies of blended learning in higher education, proposed within the university, are presented: students are involved in two teachings in which ludic elements have been implemented, with the aim of testing ways of changing instructional design and assessment and the possible modification of students' learning. The data show how students have greater engagement, motivation and self-efficacy in pursuing course objectives and how collaboration among students creates a more dynamic learning group. In addition, the research shows how implementing gamification requires faculty to design wisely and have a thorough understanding of students' and learning objectives, having to ensure that gamification is integrated organically into the curriculum.File | Dimensione | Formato | |
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