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I serious games per l’apprendimento: anche per l’ambito motorio?

Academic Article
Publication Date:
2022
Short description:
(2022). I serious games per l’apprendimento: anche per l’ambito motorio? [journal article - articolo]. In NUOVA SECONDARIA. Retrieved from http://hdl.handle.net/10446/230469
abstract:
Since the evolution and the subsequent large use of information technologies the learning setting be- come a new context of this application. This text tries to show a global vision on how video games, with an unlimited series of stimulus, can promote social changes and foster learning experi- ence. A series of problem-solving challenges that, if well- defined f at the level of software analysis and de- sign and if guided by an educator, transpose the simple interactions with a video to a new acquisition of skills and competence. But this interesting sce- nario is, also, robust and valid when the motor carry-out challenge in a virtual way and lead to syn- aptic sprouting, are effective considering the motorSince the evolution and the subsequent large use of information technologies the learning setting be- come a new context of this application. This text tries to show a global vision on how video games, with an unlimited series of stimulus, can promote social changes and foster learning experi- ence. A series of problem-solving challenges that, if well- defined f at the level of software analysis and de- sign and if guided by an educator, transpose the simple interactions with a video to a new acquisition of skills and competence. But this interesting sce- nario is, also, robust and valid when the motor OHDUQLQJ EHFRPH WKH WDUJHW" 7KH DFWXDO ,7×V WKDW carry-out challenge in a virtual way and lead to syn- aptic sprouting, are effective considering the motor control? Are the games useful for the motor learn- ing process?Since the evolution and the subsequent large use of information technologies the learning setting be- come a new context of this application. This text tries to show a global vision on how video games, with an unlimited series of stimulus, can promote social changes and foster learning experi- ence. A series of problem-solving challenges that, if well- defined f at the level of software analysis and de- sign and if guided by an educator, transpose the simple interactions with a video to a new acquisition of skills and competence. But this interesting sce- nario is, also, robust and valid when the motor learning become the target? The actual IT's, that carry-out challenge in a virtual way and lead to synaptic sprouting, are effective considering the motor control? Are the games useful for the motor learn- ing process?
Iris type:
1.1.01 Articoli/Saggi in rivista - Journal Articles/Essays
List of contributors:
Lovecchio, Nicola
Authors of the University:
LOVECCHIO Nicola
Handle:
https://aisberg.unibg.it/handle/10446/230469
Published in:
NUOVA SECONDARIA
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