Board Game-Based Learning (bGBL) has gained increasing attention as an innovative approach to foster active engagement and holistic cognitive development. However, integrating board games into effective practice is challenging, partly because of the lack of an established instructional framework. By integrating Anderson & Krathwohl’s taxonomy into bGBL design, this contribution focuses on how specific game mechanics can target higher-order thinking skills, aligning gameplay dynamics with established instructional frameworks. This allows effective implementation of bGBL strategies, in-game and around-game assessments, and real-time calibration of the learning process. These findings indicate the potential of bGBL to advance pedagogical practices, supporting teachers in creating immersive, evidence-based environments that align cognitive objectives with meaningful evaluation.

Tinterri, A., Di Padova, M., Pelizzari, F., Board game-based learning: dai processi cognitivi alla valutazione, in RICERCHE IN NEUROSCIENZE EDUCATIVE 2025Shaping the Future of Education: New Challenges of Universal Design for Learning, (ROMA -- ITA, 06-07 June 2025), Edizioni Universitarie Romane, ROMA -- ITA 2025: 447-448 [https://hdl.handle.net/10807/317457]

Board game-based learning: dai processi cognitivi alla valutazione

Tinterri, Andrea
Primo
Writing – Original Draft Preparation
;
Pelizzari, Federica
Ultimo
Writing – Original Draft Preparation
2025

Abstract

Board Game-Based Learning (bGBL) has gained increasing attention as an innovative approach to foster active engagement and holistic cognitive development. However, integrating board games into effective practice is challenging, partly because of the lack of an established instructional framework. By integrating Anderson & Krathwohl’s taxonomy into bGBL design, this contribution focuses on how specific game mechanics can target higher-order thinking skills, aligning gameplay dynamics with established instructional frameworks. This allows effective implementation of bGBL strategies, in-game and around-game assessments, and real-time calibration of the learning process. These findings indicate the potential of bGBL to advance pedagogical practices, supporting teachers in creating immersive, evidence-based environments that align cognitive objectives with meaningful evaluation.
2025
Italiano
RICERCHE IN NEUROSCIENZE EDUCATIVE 2025 Shaping the Future of Education: New Challenges of Universal Design for Learning
Research on Educational Neuroscience 2025
ROMA -- ITA
6-giu-2025
7-giu-2025
978-88-6022-508-5
Edizioni Universitarie Romane
Tinterri, A., Di Padova, M., Pelizzari, F., Board game-based learning: dai processi cognitivi alla valutazione, in RICERCHE IN NEUROSCIENZE EDUCATIVE 2025Shaping the Future of Education: New Challenges of Universal Design for Learning, (ROMA -- ITA, 06-07 June 2025), Edizioni Universitarie Romane, ROMA -- ITA 2025: 447-448 [https://hdl.handle.net/10807/317457]
File in questo prodotto:
Non ci sono file associati a questo prodotto.

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10807/317457
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact