This paper purposes to begin to implement a new inclusive taxonomy of video games, starting with the implementation of Mosna's taxonomy, in order to use video games as a symplex tool to foster educational purposes. Recent research has revealed the use of video games as a possible workable educational tool. Forthcoming perspectives include a qualitative observation research, to investigate, the strengths and weaknesses, of videogames, selected by educators, usable by secondary school students.

Verso una tassonomia inclusiva dei prodotti videoludici

Lecce A.
;
2022-01-01

Abstract

This paper purposes to begin to implement a new inclusive taxonomy of video games, starting with the implementation of Mosna's taxonomy, in order to use video games as a symplex tool to foster educational purposes. Recent research has revealed the use of video games as a possible workable educational tool. Forthcoming perspectives include a qualitative observation research, to investigate, the strengths and weaknesses, of videogames, selected by educators, usable by secondary school students.
2022
Taxonomy; videogames; inclusion; simplexity
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12070/56939
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