In a rapidly changing world, schools are being challenged to transform in order to meet the needs of all their stakeholders. Gamification, which supports student engagement, is aligned with policies that support school success. A correlation is proposed between the taxonomy of gamification elements (Toda et al., 2019) and the components of Classcraft, a platform used effectively in education. In addition, a translation of the taxonomy into Italian is proposed in the article for creating the survey administered to teachers who have employed Classcraft in secondary school teaching. The taxonomy turns out to be effective in mapping all elements of the platform and results highlight the educational potential of Classcraft, which is not widespread in Italy.
In un mondo in rapida evoluzione, la scuola è chiamata a trasformarsi per rispondere alle esigenze di tutti i suoi attori. La gamification, che sostiene il coinvolgimento degli studenti, si allinea alle politiche per il successo scolastico. Si propone una correlazione tra la tassonomia degli elementi di gioco (Toda et al., 2019) e le componenti di Classcraft, una piattaforma usata nella didattica. Inoltre, si presenta il lavoro di traduzione della tassonomia in lingua italiana, per la redazione del questionario, sottoposto ad insegnanti utilizzatori di Classcraft nella didattica della scuola secondaria di primo grado. La tassonomia si rivela efficace per mappare tutti gli elementi della piattaforma e i risultati evidenziano il potenziale educativo di Classcraft, poco diffuso in Italia.
Brambilla, A., Antonacci, F., Chinazzi, A. (2024). Game elements in Classcraft. Proposal for a taxonomy. NUOVA SECONDARIA, 2, 293-304.
Game elements in Classcraft. Proposal for a taxonomy
Andrea Brambilla
Primo
;Francesca Antonacci
Secondo
;Anna Chinazzi
Ultimo
2024
Abstract
In a rapidly changing world, schools are being challenged to transform in order to meet the needs of all their stakeholders. Gamification, which supports student engagement, is aligned with policies that support school success. A correlation is proposed between the taxonomy of gamification elements (Toda et al., 2019) and the components of Classcraft, a platform used effectively in education. In addition, a translation of the taxonomy into Italian is proposed in the article for creating the survey administered to teachers who have employed Classcraft in secondary school teaching. The taxonomy turns out to be effective in mapping all elements of the platform and results highlight the educational potential of Classcraft, which is not widespread in Italy.File | Dimensione | Formato | |
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