This case study draws on a pilot experience investigating learners' digital game making as an educational strategy for adoption in schools. It was one of a series of classroom pilots run within an EC project called MAGICAL - Making Games in Collaboration for Learning . The main research aim of MAGICAL and of the reported pilot was to investigate the viability and educational added value of digital game making, especially for supporting transversal 21st century skills such as collaboration, creativity, problem solving and ICT literacy.
An Italian Pilot Experience in Game Making for Learning
Jeffrey Earp;Francesca Maria Dagnino;Ilaria Caponetto
2016
Abstract
This case study draws on a pilot experience investigating learners' digital game making as an educational strategy for adoption in schools. It was one of a series of classroom pilots run within an EC project called MAGICAL - Making Games in Collaboration for Learning . The main research aim of MAGICAL and of the reported pilot was to investigate the viability and educational added value of digital game making, especially for supporting transversal 21st century skills such as collaboration, creativity, problem solving and ICT literacy.File in questo prodotto:
Non ci sono file associati a questo prodotto.
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.