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ICT in Education in Global ContextAn Italian Pilot Experience in Game Making for Learning

ICT in Education in Global Context: An Italian Pilot Experience in Game Making for Learning [School systems worldwide are coming under increasingly pressure to prepare young people to become active, capable and resourceful members of the rapidly-changing knowledge society (Jerald in Defining a 21st century education, Center for Public Education, 2009). While digital technologies can undoubtedly play a key role in facilitating this process, their use in formal education does not embody the shift per se. Meeting such demands necessitates broader, more deep-seated change, including the integration of active, student-centred learning approaches that engage learners in a holistic manner: cognitively, affectively and socially (Ananiadou and Claro in 21st century skills and competences for new millennium learners in OECD countries, OECD Publishing 2009). A cornerstone of this change is addressing and nurturing so-called twenty-first century skills, such as critical thinking, problem solving, collaboration, learning-to-learn and creativity. This chapter reports an Italian pilot experience that investigated the potential of an innovative educational strategy—digital game making for learning—for activating transversal twenty-first century skills in primary schools. These activities were part of a pan-European project called Making Games in Collaboration for Learning (MAGICAL) that took place from 2011 to 2014. Led by the Institute for Education Technology (ITD-CNR), MAGICAL investigated the viability and educational added value of game making in a range of educational settings, covering both classroom practice and teacher education and training.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

ICT in Education in Global ContextAn Italian Pilot Experience in Game Making for Learning

Editors: Zhang, Jinbao; Yang, Junfeng; Chang, Maiga; Chang, Tingwen

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References (38)

Publisher
Springer Singapore
Copyright
© Springer Science+Business Media Singapore 2016
ISBN
978-981-10-0372-1
Pages
171 –199
DOI
10.1007/978-981-10-0373-8_9
Publisher site
See Chapter on Publisher Site

Abstract

[School systems worldwide are coming under increasingly pressure to prepare young people to become active, capable and resourceful members of the rapidly-changing knowledge society (Jerald in Defining a 21st century education, Center for Public Education, 2009). While digital technologies can undoubtedly play a key role in facilitating this process, their use in formal education does not embody the shift per se. Meeting such demands necessitates broader, more deep-seated change, including the integration of active, student-centred learning approaches that engage learners in a holistic manner: cognitively, affectively and socially (Ananiadou and Claro in 21st century skills and competences for new millennium learners in OECD countries, OECD Publishing 2009). A cornerstone of this change is addressing and nurturing so-called twenty-first century skills, such as critical thinking, problem solving, collaboration, learning-to-learn and creativity. This chapter reports an Italian pilot experience that investigated the potential of an innovative educational strategy—digital game making for learning—for activating transversal twenty-first century skills in primary schools. These activities were part of a pan-European project called Making Games in Collaboration for Learning (MAGICAL) that took place from 2011 to 2014. Led by the Institute for Education Technology (ITD-CNR), MAGICAL investigated the viability and educational added value of game making in a range of educational settings, covering both classroom practice and teacher education and training.]

Published: Feb 20, 2016

Keywords: Game making; Game-based learning; Twenty-first century skills; Transversal skills; Game authoring environment

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