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
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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
Published in: