The use of digital games for learning encompasses a range of pedagogical approaches and practices. Game-making as a learning strategy has gained interest. This approach, inspired from the work of Piaget (1951) and Papert (1980), uses game design as a means for students to “externalize thinking and problematize focusing on the product” (Kafai & Burke, 2015). However, existing evidence is mostly descriptive (Denner et al., 2019), and there is a lack of comparative studies (Vos et al., 2011) and evidence-based frameworks. The aim of this article is to review and discuss current evidence and frameworks.
Constructionism and game-making for learning in the age of Roblox. An analysis of current evidence and future perspectives / Tinterri, Andrea; Antonietta Guerriero, Mariasole; Annoscia, Sabrina; Dipace, Anna. - In: GIORNALE ITALIANO DI EDUCAZIONE ALLA SALUTE, SPORT E DIDATTICA INCLUSIVA. - ISSN 2532-3296. - 7:2(2023), pp. 1-16. [10.32043/gsd.v7i2.866]
Constructionism and game-making for learning in the age of Roblox. An analysis of current evidence and future perspectives.
Andrea Tinterri
;Anna Dipace
2023
Abstract
The use of digital games for learning encompasses a range of pedagogical approaches and practices. Game-making as a learning strategy has gained interest. This approach, inspired from the work of Piaget (1951) and Papert (1980), uses game design as a means for students to “externalize thinking and problematize focusing on the product” (Kafai & Burke, 2015). However, existing evidence is mostly descriptive (Denner et al., 2019), and there is a lack of comparative studies (Vos et al., 2011) and evidence-based frameworks. The aim of this article is to review and discuss current evidence and frameworks.File | Dimensione | Formato | |
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