In recent years, digital competence has taken hold in society, politics and research. In particular, it focused on the importance of offering children and adolescents the opportunity to possess digital skills capable of making them an added value for society (Pedone, 2024). To ensure that this is feasible, the focus has been on game-based learning, as it is capable of exploiting the playful aspect to improve the student's experience (Elena, Gaggioli, Maria, 2023). The aim of this work is to track and analyze the emerging trends of gamification and game-based learning in the field of educational training. The results lead to the conclusion that gamification and game-based learning strategies can improve students' academic performance, engagement and motivation.
Learning, Play And Gamification At School
Antonio, Ascione
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2024-01-01
Abstract
In recent years, digital competence has taken hold in society, politics and research. In particular, it focused on the importance of offering children and adolescents the opportunity to possess digital skills capable of making them an added value for society (Pedone, 2024). To ensure that this is feasible, the focus has been on game-based learning, as it is capable of exploiting the playful aspect to improve the student's experience (Elena, Gaggioli, Maria, 2023). The aim of this work is to track and analyze the emerging trends of gamification and game-based learning in the field of educational training. The results lead to the conclusion that gamification and game-based learning strategies can improve students' academic performance, engagement and motivation.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


