In the academic debate of the last decade, the concept of gamification has found more and more space, shedding the negative connotations that had previously surrounded it, and is now mainly associated with education. However, the introduction of gamification is not enough to achieve positive results in the classroom, as it is important to achieve a 'good game'. In this context, the study has a particular focus on Classcraft, a gamified system that fulfils the optimal conditions of gamification in an educational context, which is widespread all over the world but little present in Italy. The project is situated in the ecological paradigm. The gnoseological hypothesis of reference is constructivism, to which it is necessary to associate various epistemological approaches, among which naturalistic epistemology stands out. Manifesto Una Scuola is the pedagogical framework that guides the study and provides a lens through which observing the evolution of the school system. The main research question aims to investigate how different game elements introduced in the classroom can influence students' experience in Italian secondary schools, with a focus on Classcraft. Ten classes participated in the experiment, nine for middle school and one for high school. Among them, a multiple case study was carried out with the help of the teachers (co-researchers). The aim of this type of strategy is to develop a theory that provides canons for interpreting similar cases, albeit in a weak sense, in contexts where phenomena such as the one identified may occur. The tools that guided the collection of data were continuous observation of the phenomenon and triangulation. Different research techniques were defined in itinere, based on the zero case study procedures and the interaction with the schools, the university and the Dalmine Foundation, which financed the licences of Classcraft. Students were administered a pre- and post-test survey based on existing models in the literature; in addition, aggregate pre- and post-test evaluations were collected and short interviews were conducted with informants. The data collected through the teachers is the most substantial component. They provided contextual data through the surveys and the research diary. Two different focus groups were conducted, one face-to-face with the closest teachers and the other at a distance, with the aim of meeting, giving feedback and co-constructing meaning. Data analysis required a recursive process of familiarisation. First of all, it was necessary to distinguish between the three different categories of data identified: i) contextual data, aimed at a precise description of the different contexts of the multiple case study; ii) qualitative data, representing the most substantial component of the entire project; iii) quantitative data, derived from the Classcraft taxonomy survey and analysed through the calculation of Cronbach's Alpha. The different data collection techniques made it possible to obtain a striking variety of qualitative data, in line with what is suggested in the literature. The results provide new insights for the current debate in the scientific community and identify further areas of research to improve the understanding and implementation of gamification in educational contexts. The guiding role of teachers can be highlighted, which is even more relevant than the use of Classcraft over time. The peer relationships created within the experience and those with the teachers seem to continue even after the end of the experiment. Classcraft is confirmed as a gamified system capable of making a positive contribution to increasing student motivation in the classroom.
Nel dibattito accademico dell’ultimo decennio il concetto di gamification ha trovato sempre maggiore spazio, liberandosi delle connotazioni negative di cui si era ricoperto in precedenza ed è ora associato soprattutto all’istruzione. Tuttavia, l’introduzione della gamification non è sufficiente per ottenere risultati positivi in classe, in quanto è importante raggiungere un «buon gioco». All’interno di questo quadro, lo studio ha un focus particolare su Classcraft, un sistema gamificato che soddisfa le condizioni ottimali di gamification in contesto educativo, diffuso in tutto il mondo ma poco presente in Italia. Il progetto si colloca all’interno del paradigma ecologico. L’ipotesi gnoseologica di riferimento è il costruttivismo, alla quale è necessario associare diversi approcci epistemici, tra cui spicca l’epistemologia naturalistica. Il Manifesto Una scuola è la cornice pedagogica che guida lo studio, fornendo una lente attraverso la quale monitorare l’evoluzione del sistema scolastico. La domanda di ricerca principale vuole indagare come diversi elementi di gioco introdotti in classe possano influenzare l’esperienza degli studenti nella scuola media italiana, con particolare attenzione a Classcraft. All’esperimento hanno partecipato dieci classi, nove per la scuola secondaria di I grado e una per quella di II grado. Tra queste, è stato condotto uno studio di caso multiplo, grazie all’aiuto degli insegnanti (co-ricercatori). L’obiettivo di questo tipo di strategia è l’elaborazione di una teoria che fornisca dei canoni per interpretare casi simili, anche se in senso debole, in contesti in cui si possano verificare fenomeni come quello individuato. Osservazione continua del fenomeno e triangolazione hanno guidato la raccolta dei dati. Sono state definite in itinere diverse tecniche di ricerca basate sulle procedure del caso studio zero e sull’interazione con le scuole, l’università, e Fondazione Dalmine, che ha finanziato le licenze di Classcraft. Agli studenti è stato somministrato un questionario pre e post-test basato su modelli esistenti in letteratura; inoltre, sono state raccolte le valutazioni aggregate pre e post-test e sono state condotte brevi interviste ai cosiddetti informant. I dati raccolti attraverso gli insegnanti sono la componente più consistente. Essi hanno fornito dati di contesto attraverso i questionari e il diario di ricerca. Sono stati realizzati due diversi focus group, uno in presenza con gli insegnanti più vicini e l’altro a distanza, con l’obiettivo di incontrarsi, fornire feedback e co-costruire significato. L’analisi dei dati ha richiesto un ricorsivo processo di familiarizzazione. È stato innanzitutto necessario discernere tra le tre diverse categorie di dati individuate: i) i dati di contesto, finalizzati a una puntuale descrizione dei diversi contesti del caso studio multiplo; ii) i dati qualitativi, che rappresentano la componente più consistente dell’intero progetto; iii) i dati quantitativi, derivanti dal questionario sulla tassonomia di Classcraft e analizzati attraverso il calcolo del Cronbach’s Alpha. Le diverse tecniche di raccolta dei dati hanno permesso di disporre di una cospicua varietà di dati qualitativi, in accordo con quanto suggerito dalla letteratura. I risultati forniscono nuovi elementi di riflessione per il dibattito contemporaneo nella comunità scientifica e identificano ulteriori campi di ricerca per migliorare la comprensione e l’implementazione della gamification in contesto educativo. È possibile sottolineare il ruolo guida degli insegnanti, ancor più rilevante rispetto all’utilizzo di Classcraft nel tempo. Le relazioni tra pari create all’interno dell’esperienza e quelle con gli insegnanti sembrano perdurare anche dopo la fine della sperimentazione. Classcraft si conferma un sistema gamificato in grado di contribuire positivamente ad incrementare la motivazione degli studenti in classe.
(2025). Il gioco per l’innovazione scolastica. Classcraft, uno studio di caso nella scuola secondaria italiana. (Tesi di dottorato, , 2025).
Il gioco per l’innovazione scolastica. Classcraft, uno studio di caso nella scuola secondaria italiana
BRAMBILLA, ANDREA
2025
Abstract
In the academic debate of the last decade, the concept of gamification has found more and more space, shedding the negative connotations that had previously surrounded it, and is now mainly associated with education. However, the introduction of gamification is not enough to achieve positive results in the classroom, as it is important to achieve a 'good game'. In this context, the study has a particular focus on Classcraft, a gamified system that fulfils the optimal conditions of gamification in an educational context, which is widespread all over the world but little present in Italy. The project is situated in the ecological paradigm. The gnoseological hypothesis of reference is constructivism, to which it is necessary to associate various epistemological approaches, among which naturalistic epistemology stands out. Manifesto Una Scuola is the pedagogical framework that guides the study and provides a lens through which observing the evolution of the school system. The main research question aims to investigate how different game elements introduced in the classroom can influence students' experience in Italian secondary schools, with a focus on Classcraft. Ten classes participated in the experiment, nine for middle school and one for high school. Among them, a multiple case study was carried out with the help of the teachers (co-researchers). The aim of this type of strategy is to develop a theory that provides canons for interpreting similar cases, albeit in a weak sense, in contexts where phenomena such as the one identified may occur. The tools that guided the collection of data were continuous observation of the phenomenon and triangulation. Different research techniques were defined in itinere, based on the zero case study procedures and the interaction with the schools, the university and the Dalmine Foundation, which financed the licences of Classcraft. Students were administered a pre- and post-test survey based on existing models in the literature; in addition, aggregate pre- and post-test evaluations were collected and short interviews were conducted with informants. The data collected through the teachers is the most substantial component. They provided contextual data through the surveys and the research diary. Two different focus groups were conducted, one face-to-face with the closest teachers and the other at a distance, with the aim of meeting, giving feedback and co-constructing meaning. Data analysis required a recursive process of familiarisation. First of all, it was necessary to distinguish between the three different categories of data identified: i) contextual data, aimed at a precise description of the different contexts of the multiple case study; ii) qualitative data, representing the most substantial component of the entire project; iii) quantitative data, derived from the Classcraft taxonomy survey and analysed through the calculation of Cronbach's Alpha. The different data collection techniques made it possible to obtain a striking variety of qualitative data, in line with what is suggested in the literature. The results provide new insights for the current debate in the scientific community and identify further areas of research to improve the understanding and implementation of gamification in educational contexts. The guiding role of teachers can be highlighted, which is even more relevant than the use of Classcraft over time. The peer relationships created within the experience and those with the teachers seem to continue even after the end of the experiment. Classcraft is confirmed as a gamified system capable of making a positive contribution to increasing student motivation in the classroom.File | Dimensione | Formato | |
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phd_unimib_886759.pdf
embargo fino al 04/02/2028
Descrizione: File tesi Brambilla_finale
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Doctoral thesis
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