Gamification

Gamification

Bruno Santos

59,33 €
IVA incluido
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Editorial:
KS OmniScriptum Publishing
Año de edición:
2025
Materia
Informática: cuestiones generales
ISBN:
9786209143427
59,33 €
IVA incluido
Disponible

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Motivare gli studenti all’apprendimento in una scuola TEIP (Territorio Educativo di Intervento Prioritario) è talvolta un problema aggravato dalle caratteristiche dell’ambiente sociale e fisico circostante, che si riflette anche nel comportamento degli studenti. Un modo possibile per fare la differenza è proporre attività che piacciano agli studenti, soddisfacendo le loro aspettative, concentrandosi sempre sugli obiettivi di apprendimento. Con la gamification, come strategia di insegnamento e apprendimento, ho voluto motivare gli studenti, creando competitività positiva, collaborazione e aiuto reciproco tra tutti. Con Scratch ho voluto insegnare a programmare.

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