Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti

This paper tries to find a possible link between experience, education and videogames through Dewey's book "experience and education" wrote in 1938. This American philosopher, politician and pedagogist believed that there was a fixed point in education: an “organic” link between educa...

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Main Authors: Michele Domenico Todino, Giuseppe De Simone, Stefano Di Tore
Format: Article
Language:English
Published: Firenze University Press 2020-07-01
Series:Studi sulla Formazione
Subjects:
Online Access:https://oajournals.fupress.net/index.php/sf/article/view/11265
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spelling doaj-9a0b984f38b64f76992fc9ebd531601d2020-11-25T03:01:29ZengFirenze University PressStudi sulla Formazione2036-69812020-07-0123110.13128/ssf-11265Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studentiMichele Domenico Todino0Giuseppe De Simone1Stefano Di Tore2Docente a contratto di Tecnologie didattiche per l’inclusione – Università degli Studi del Sannio di BeneventoUniversità di SalernoRicercatore di Didattica e pedagogia speciale - Università di SalernoThis paper tries to find a possible link between experience, education and videogames through Dewey's book "experience and education" wrote in 1938. This American philosopher, politician and pedagogist believed that there was a fixed point in education: an “organic” link between education and personal experience; however, this link could be not be translate into a "logical syllogism": education is equal to experience. Dewey believed that it is not correct to trust that any authentic education comes automatically from experience and that all experiences are genuinely or equally educational. In this theoretical context, even videogames, like other media, could contribute to generate a positive experience “flow" in a learner, if and only if, videogames contribute to play a definable didactic-educational experience. Similarly, it is not enough for gamers to play videogames to increase skills in terms of media education or education technology. This work tries to identify characteristics that videogames should have to aim teaching-learning process.https://oajournals.fupress.net/index.php/sf/article/view/11265Videogames EducationVirtual RealityMedia EducationExperienceTeacher’s Training
collection DOAJ
language English
format Article
sources DOAJ
author Michele Domenico Todino
Giuseppe De Simone
Stefano Di Tore
spellingShingle Michele Domenico Todino
Giuseppe De Simone
Stefano Di Tore
Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti
Studi sulla Formazione
Videogames Education
Virtual Reality
Media Education
Experience
Teacher’s Training
author_facet Michele Domenico Todino
Giuseppe De Simone
Stefano Di Tore
author_sort Michele Domenico Todino
title Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti
title_short Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti
title_full Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti
title_fullStr Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti
title_full_unstemmed Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti
title_sort media education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti
publisher Firenze University Press
series Studi sulla Formazione
issn 2036-6981
publishDate 2020-07-01
description This paper tries to find a possible link between experience, education and videogames through Dewey's book "experience and education" wrote in 1938. This American philosopher, politician and pedagogist believed that there was a fixed point in education: an “organic” link between education and personal experience; however, this link could be not be translate into a "logical syllogism": education is equal to experience. Dewey believed that it is not correct to trust that any authentic education comes automatically from experience and that all experiences are genuinely or equally educational. In this theoretical context, even videogames, like other media, could contribute to generate a positive experience “flow" in a learner, if and only if, videogames contribute to play a definable didactic-educational experience. Similarly, it is not enough for gamers to play videogames to increase skills in terms of media education or education technology. This work tries to identify characteristics that videogames should have to aim teaching-learning process.
topic Videogames Education
Virtual Reality
Media Education
Experience
Teacher’s Training
url https://oajournals.fupress.net/index.php/sf/article/view/11265
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