Playing to learn is much more than a slogan: it is a deliberate educational choice, a pedagogical perspective, and a concrete, planned direction for rethinking teaching in an active, participatory, and meaningful way. At a time when education is faced with increasing complexity and the need to renew methodologies, languages, and relationships, play represents a generative opportunity to build authentic, engaging, and transformative learning environments. This volume offers a structured, rigorous, and accessible overview of the use of playful strategies in educational and school contexts, with a specific focus on four key dimensions: game-based learning, gamification, video games, and playful learning. Each strategy is investigated in terms of its theoretical value, explored through international models, and analyzed in terms of its potential educational, cognitive, and relational impacts. The objective is twofold: on the one hand, to contribute to the dissemination of a culture of play as a well-established educational practice; on the other, to offer operational tools for the design, implementation, and evaluation of intentional playful experiences. The text balances theory and practice, epistemological frameworks and operational tools, offering a modular structure that includes design schemes, evaluation rubrics, templates, teaching examples, and case studies, useful for accompanying educators, teachers, pedagogists, and trainers in the construction of playful paths consistent with educational objectives and calibrated to real contexts of intervention. Through a critical and in-depth analysis of games, their mechanics, engagement dynamics, and pedagogical implications, the volume promotes a vision of post-digital education centered on experience, reflexivity, and relationships. In this perspective, play is not an ancillary activity or a simple motivational lever, but a complex educational tool capable of activating deep, meaningful, and transformative learning processes. It is therefore an invitation to play with educational intent, designing experiences that engage the mind, emotions, and action. Who it is for: teachers, educators, pedagogists, university students, and trainers interested in integrating play into educational contexts in a conscious, planned, and documented way.

Giocare per apprendere è molto più di uno slogan: è una scelta educativa intenzionale, una prospettiva pedagogica e una direzione concreta e progettuale per ripensare la didattica in chiave attiva, partecipativa e significativa. In un tempo in cui l'educazione è chiamata a confrontarsi con complessità crescenti e con il bisogno di rinnovare metodologie, linguaggi e relazioni, il gioco rappresenta un'occasione generativa per costruire ambienti di apprendimento autentici, coinvolgenti e trasformativi. Questo volume propone un percorso articolato, rigoroso e accessibile sull'uso delle strategie ludiche nei contesti educativi e scolastici, con un focus specifico su quattro dimensioni chiave: il game based learning, la gamification, i videogiochi e il playful learning. Ciascuna strategia è indagata nella sua valenza teorica, esplorata attraverso modelli internazionali e analizzata nei suoi potenziali impatti formativi, cognitivi e relazionali. L'obiettivo è duplice: da un lato contribuire alla diffusione di una cultura del gioco come pratica educativa fondata; dall'altro offrire strumenti operativi per la progettazione, l'implementazione e la valutazione di esperienze ludiche intenzionali. Il testo intreccia con equilibrio teoria e prassi, cornici epistemologiche e strumenti operativi, proponendo una struttura modulare che include schemi progettuali, rubriche valutative, template, esempi didattici e casi studio, utili per accompagnare educatori, insegnanti, pedagogisti e formatori nella costruzione di percorsi ludici coerenti con gli obiettivi educativi e calibrati sui contesti reali di intervento. Attraverso un'analisi critica e approfondita dei giochi, delle loro meccaniche, delle dinamiche di ingaggio e delle implicazioni pedagogiche, il volume promuove una visione dell'educazione post-digitale, centrata sull'esperienza, sulla riflessività e sulla relazione. In questa prospettiva, il gioco non è un'attività ancillare, né una semplice leva motivazionale, ma si configura come un dispositivo formativo complesso, capace di attivare processi di apprendimento profondi, significativi e trasformativi. Un invito, quindi, a giocare con intenzionalità educativa, progettando esperienze capaci di coinvolgere mente, emozione e azione. A chi si rivolge: insegnanti, educatori, pedagogisti, studenti universitari e formatori interessati a integrare il gioco in contesti educativi in modo consapevole, progettato e documentato.

Pelizzari, F., STRATEGIE LUDICHE PER L'APPRENDIMENTО. Gioco, Videogioco e Gamification in contesti educativi e didattici, Pensa MultiMedia, Lecce 2025: 416 [https://hdl.handle.net/10807/317456]

STRATEGIE LUDICHE PER L'APPRENDIMENTО. Gioco, Videogioco e Gamification in contesti educativi e didattici

Pelizzari, Federica
Primo
Writing – Original Draft Preparation
2025

Abstract

Playing to learn is much more than a slogan: it is a deliberate educational choice, a pedagogical perspective, and a concrete, planned direction for rethinking teaching in an active, participatory, and meaningful way. At a time when education is faced with increasing complexity and the need to renew methodologies, languages, and relationships, play represents a generative opportunity to build authentic, engaging, and transformative learning environments. This volume offers a structured, rigorous, and accessible overview of the use of playful strategies in educational and school contexts, with a specific focus on four key dimensions: game-based learning, gamification, video games, and playful learning. Each strategy is investigated in terms of its theoretical value, explored through international models, and analyzed in terms of its potential educational, cognitive, and relational impacts. The objective is twofold: on the one hand, to contribute to the dissemination of a culture of play as a well-established educational practice; on the other, to offer operational tools for the design, implementation, and evaluation of intentional playful experiences. The text balances theory and practice, epistemological frameworks and operational tools, offering a modular structure that includes design schemes, evaluation rubrics, templates, teaching examples, and case studies, useful for accompanying educators, teachers, pedagogists, and trainers in the construction of playful paths consistent with educational objectives and calibrated to real contexts of intervention. Through a critical and in-depth analysis of games, their mechanics, engagement dynamics, and pedagogical implications, the volume promotes a vision of post-digital education centered on experience, reflexivity, and relationships. In this perspective, play is not an ancillary activity or a simple motivational lever, but a complex educational tool capable of activating deep, meaningful, and transformative learning processes. It is therefore an invitation to play with educational intent, designing experiences that engage the mind, emotions, and action. Who it is for: teachers, educators, pedagogists, university students, and trainers interested in integrating play into educational contexts in a conscious, planned, and documented way.
2025
Italiano
Monografia o trattato scientifico
9791255683209
Pensa MultiMedia
Pelizzari, F., STRATEGIE LUDICHE PER L'APPRENDIMENTО. Gioco, Videogioco e Gamification in contesti educativi e didattici, Pensa MultiMedia, Lecce 2025: 416 [https://hdl.handle.net/10807/317456]
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10807/317456
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