In recent years, video games have gradually taken a more prominent role within didactic-pedagogical experimentations. The strong interest in this so little known medium with a relatively short history is lead by the desire to project on the tech-nological evolution of the game the hopes of the future success of the training, especially at school, believing that the motivational aspects can contrast the difficulties of interpretation of a real world. The educational path is designed to make people perceive the game as a valid environment in which to be able to develop disciplinary, interdisciplinary and cross-disciplinary paths. The choice to use SimCity arises from the observation that, even if this title is very well known and sometimes used at school, some of the issues underlying the video game itself are often not very clear. Neglecting these aspects (purpose of the game and model of society at its base) and the different types of interaction can be counter-productive in relation to the vision that the students can build of the present and future society.
Andreoletti, M., Ragosta, A., S'IMpara con il videogame, in Parola, A., Rosa, A., Giannatelli, R. (ed.), Media, linguaggi, creatività. Un curricolo di media education per la scuola secondaria di primo grado, Erickson, Trento 2013: <<Media Education: Studi e proposte>>, 211- 228 [http://hdl.handle.net/10807/44127]
S'IMpara con il videogame
Andreoletti, Massimiliano;Ragosta, Anna
2013
Abstract
In recent years, video games have gradually taken a more prominent role within didactic-pedagogical experimentations. The strong interest in this so little known medium with a relatively short history is lead by the desire to project on the tech-nological evolution of the game the hopes of the future success of the training, especially at school, believing that the motivational aspects can contrast the difficulties of interpretation of a real world. The educational path is designed to make people perceive the game as a valid environment in which to be able to develop disciplinary, interdisciplinary and cross-disciplinary paths. The choice to use SimCity arises from the observation that, even if this title is very well known and sometimes used at school, some of the issues underlying the video game itself are often not very clear. Neglecting these aspects (purpose of the game and model of society at its base) and the different types of interaction can be counter-productive in relation to the vision that the students can build of the present and future society.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.