There’s still an open wound on training: most main topics, related to institutional learning tasks, are felt as boring and laborious, to whom has to perform. Also the e-Learning, that promised to keep the interest alive, looks as a failure, in the long term. In fact, there are many expected derelictions, that use to be considered as part of the learning process. The idea of taking advantage of the Game, in institutional learning, is not a real innovation. Games are a challenge and they keep interest alive. The new trend, performed by Gamification, looks to be able to redefine the learning. The method involves gaming outside usual context, in order to create involvement and motivation, and this will impact the behavior of the performers. The study, which is meant to investigate on Gamification impact on learning and especially on eLearning, has been based on the major studies on Games literature, Learning, Motivation and eLearning. They have been compared and analyzed together. At the end, to obtain a real datum of the impact, there has been a systematic review of the literature. In the end, this was useful to investigate on empirical experiences that were already present on peer reviews. Forty articles have been reviewed, unfortunately the outcomes, most of times, are not so real. To obtain effective conclusions is difficult because the comparison is. Some tendencies have been identified, anyway. Moreover, the positive ratings obtained by the method, has revealed that there is a need of more specific studies on this direction.
C’è una ferita aperta in campo formativo: molti compiti correlati all’apprendimento formale vengono avvertiti come noiosi e faticosi dai soggetti coinvolti. Neppure l’eLearning, pur ricco di promesse, sembra riuscire ad avvincere i soggetti lungo i suoi percorsi. Tant’è che si considerano fisiologici gli altissimi tassi di abbandono. L’idea di sfruttare il potere del Gioco nei contesti di apprendimento non è nuova. I giochi sono impegnativi eppure attraggono. Il nuovo trend, rappresentato dalla Gamification apre nel contesto formativo degli scenari promettenti. Tale metodologia implica l’uso di elementi di gioco in contesti non ludici per creare coinvolgimento, motivazione e quindi incidere sui comportamenti degli utenti. Per indagare il possibile impatto della Gamification nei contesti formativi, e specificamente sull’eLearning, si sono in prima battuta approfonditi i principali riferimenti della letteratura di settore in materia di Gioco, Apprendimento, Motivazione e eLearning e studiando le relative interrelazioni. Poi, per valutare l’impatto reale, si è condotta una review sistematica della letteratura specificamente volta a indagare quelle esperienze empiriche già in essere che vengono riportate da pubblicazioni passibili di peer review. Si sono analizzati 40 articoli. Purtroppo le valutazioni sui risultati che si ricavano, nella maggior parte dei casi, non risultano attendibili, rendendo così difficile il compito di trarre delle conclusioni sugli effetti di tale approccio o di compararne i risultati. Si sono potute comunque individuare alcune tendenze. Inoltre, la netta prevalenza di valutazioni positive che vengono riferite comprova l’esigenza di ricerche più approfondite in questa direzione.
Il gioco di apprendere: l'uso della Gamification per ingaggiare i soggetti nel contesto e-Learning / Innocenzi, Silvia. - (2017 Mar 24).
Il gioco di apprendere: l'uso della Gamification per ingaggiare i soggetti nel contesto e-Learning
INNOCENZI, SILVIA
2017-03-24
Abstract
There’s still an open wound on training: most main topics, related to institutional learning tasks, are felt as boring and laborious, to whom has to perform. Also the e-Learning, that promised to keep the interest alive, looks as a failure, in the long term. In fact, there are many expected derelictions, that use to be considered as part of the learning process. The idea of taking advantage of the Game, in institutional learning, is not a real innovation. Games are a challenge and they keep interest alive. The new trend, performed by Gamification, looks to be able to redefine the learning. The method involves gaming outside usual context, in order to create involvement and motivation, and this will impact the behavior of the performers. The study, which is meant to investigate on Gamification impact on learning and especially on eLearning, has been based on the major studies on Games literature, Learning, Motivation and eLearning. They have been compared and analyzed together. At the end, to obtain a real datum of the impact, there has been a systematic review of the literature. In the end, this was useful to investigate on empirical experiences that were already present on peer reviews. Forty articles have been reviewed, unfortunately the outcomes, most of times, are not so real. To obtain effective conclusions is difficult because the comparison is. Some tendencies have been identified, anyway. Moreover, the positive ratings obtained by the method, has revealed that there is a need of more specific studies on this direction.File | Dimensione | Formato | |
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