The aim of this chapter is to introduce at exploring the potential of games in educational sector. More in depth, in this chapter we’ll describe: two European projects (Proactive11 and T31) with a specific focus on use of technology in formative sector; and a platform (Eutopia) experimented in both the projects with which educators can create virtual scenarios where students play a role and simulate a specific situation. Both Proactive and T3 projects have used an experimental approach in which trainings were implemented in order to test the efficacy of the formation planned. Preliminary results of the projects will be presented and discussed. The evidence supports the utility of using new technology in non-ordinary contexts, in order to foster learning process.
Exploring New Technological Tools for Education: Some Prototypes and Their Pragmatical Classification / Sica, LUIGIA SIMONA; Alessandra Delli, Veneri; Miglino, Orazio. - (2012), pp. 107-128. [10.5772/29025]
Exploring New Technological Tools for Education: Some Prototypes and Their Pragmatical Classification
SICA, LUIGIA SIMONA;MIGLINO, ORAZIO
2012
Abstract
The aim of this chapter is to introduce at exploring the potential of games in educational sector. More in depth, in this chapter we’ll describe: two European projects (Proactive11 and T31) with a specific focus on use of technology in formative sector; and a platform (Eutopia) experimented in both the projects with which educators can create virtual scenarios where students play a role and simulate a specific situation. Both Proactive and T3 projects have used an experimental approach in which trainings were implemented in order to test the efficacy of the formation planned. Preliminary results of the projects will be presented and discussed. The evidence supports the utility of using new technology in non-ordinary contexts, in order to foster learning process.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.