Otwarty dostęp

Minecraft as an Educational Tool Before, During, and After the Pandemic: A Case Study Research Project

 oraz   
22 lis 2024

Zacytuj
Pobierz okładkę

An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development, 66(6), 1505–1527. https://doi.org/10.1007/s11423-018-9620-z An Y. , ( 2018 ). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning . Educational Technology Research and Development , 66 ( 6 ), 1505 1527 . https://doi.org/10.1007/s11423-018-9620-z Search in Google Scholar

Aslan, A. (2021). Computers & education problem-based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction. Computers & Education, 171, 1–15. https://doi.org/10.1016/j.compedu.2021.104237 Aslan A. , ( 2021 ). Computers & education problembased learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction . Computers & Education , 171 , 1 15 . https://doi.org/10.1016/j.compedu.2021.104237 Search in Google Scholar

Baek, Y., Min, E., & Yun, S. (2020). Mining educational implications of Minecraft. Computers in the Schools, 37(1), 1–16. https://doi.org/10.1080/0738 0569.2020.1719802 Baek Y. Min E. Yun S. , ( 2020 ). Mining educational implications of Minecraft . Computers in the Schools , 37 ( 1 ), 1 16 . https://doi.org/10.1080/07380569.2020.1719802 Search in Google Scholar

Benassi, A. (2013). Videogiochi e apprendimento collaterale. TD Tecnologie Didattiche, 21(3), 141– 144. https://doi.org/10.17471/2499-4324/86 Benassi A. , ( 2013 ). Videogiochi e apprendimento collaterale . TD Tecnologie Didattiche , 21 ( 3 ), 141 144 . https://doi.org/10.17471/2499-4324/86 Search in Google Scholar

Benassi, A. (2018). Didattica immersiva. Bricks, 8(3), 106–111. Benassi A. , ( 2018 ). Didattica immersiva . Bricks , 8 ( 3 ), 106 111 . Search in Google Scholar

Benassi, A. (2021). A scuola con Minecraft. Progettare un mondo a cubetti. Giunti. Benassi A. , ( 2021 ). A scuola con Minecraft. Progettare un mondo a cubetti . Giunti . Search in Google Scholar

Benassi, A., Cigognini, M. E., Naldini, M., Nardi, A., & Rossi, L. (2019). Quando si studia su Minecraft: condizioni abilitanti e limiti nella didattica del primo ciclo. VII CONGRESSO CKBG, Padova, 18–20 novembre. Benassi A. Cigognini M. E. Naldini M. Nardi A. Rossi L. , ( 2019 ). Quando si studia su Minecraft: condizioni abilitanti e limiti nella didattica del primo ciclo . VII CONGRESSO CKBG , Padova , 18 20 novembre . Search in Google Scholar

Benassi, A., Orlandi, C., Cantamesse, M. Galimberti, C., & Giacoma, G. (2011). World of Warcraft in the classroom. A research study on social interaction empowerment in secondary school. In D. Gouscos (Cur.), Proceedings of the 5th European Conference on Games Based Learning (pp. 35– 45), Atene, 20–21 ottobre. Benassi A. Orlandi C. Cantamesse M. Galimberti C. Giacoma G. , ( 2011 ). World of Warcraft in the classroom. A research study on social interaction empowerment in secondary school. In D. Gouscos (Cur.) , Proceedings of the 5th European Conference on Games Based Learning (pp. 35 45 ), Atene , 20–21 ottobre . Search in Google Scholar

Brezovszky, B., McMullen, J., Veermans, K., Hannula-Sormunen, M. M., Rodríguez-Aflecht, G., Pongsakdi, N., Laakkonen, E., & Lehtinen, E. (2019). Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge. Computers & Education, 128, 63–74. https://doi.org/10.1016/j.compedu.2018.09.011 Brezovszky B. McMullen J. Veermans K. Hannula-Sormunen M. M. Rodríguez-Aflecht G. Pongsakdi N. Laakkonen E. Lehtinen E. , ( 2019 ). Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge . Computers & Education , 128 , 63 74 . https://doi.org/10.1016/j.compedu.2018.09.011 Search in Google Scholar

Brown, T. (2008). Design thinking. Harvard Business Review, 86, 84–92. Brown T. , ( 2008 ). Design thinking . Harvard Business Review , 86 , 84 92 . Search in Google Scholar

Bruschi, B., & Ricchiardi, P. (2020). Effetti della chiusura delle scuole sull’apprendimento degli studenti. Il Piemonte delle autonomie – Rivista quadrimestrale di scienze dell’Amministrazione, 7(2), 1–9. Bruschi B. Ricchiardi P. , ( 2020 ). Effetti della chiusura delle scuole sull’apprendimento degli studenti . Il Piemonte delle autonomie – Rivista quadrimestrale di scienze dell’Amministrazione , 7 ( 2 ), 1 9 . Search in Google Scholar

Byukusenge, C., Nsanganwimana, F., & Paulo Tarmo, A. (2022). Effectiveness of virtual laboratories in teaching and learning biology: A review of literature. International Journal of Learning, Teaching and Educational Research, 21(6), 1–17 https://doi.org/10.26803/ijlter.21.6.1 Byukusenge C. Nsanganwimana F. Paulo Tarmo A. , ( 2022 ). Effectiveness of virtual laboratories in teaching and learning biology: A review of literature . International Journal of Learning, Teaching and Educational Research , 21 ( 6 ), 1 17 https://doi.org/10.26803/ijlter.21.6.1 Search in Google Scholar

Carretero Gomez, S., Napierala, J., Bessios, A., Mägi, E., Pugacewicz, A., Ranieri, M., Triquet, K., Lombaerts, K., Robledo Bottcher, N., Montanari, M., & Gonzalez Vazquez, I. (2021). What did we learn from schooling practices during the COVID-19 lockdown. Publications Office of the European Union. https://doi.org/10.2760/135208 Carretero Gomez S. Napierala J. Bessios A. Mägi E. Pugacewicz A. Ranieri M. Triquet K. Lombaerts K. Robledo Bottcher N. Montanari M. Gonzalez Vazquez I. , ( 2021 ). What did we learn from schooling practices during the COVID-19 lockdown . Publications Office of the European Union . https://doi.org/10.2760/135208 Search in Google Scholar

Carrillo, C., & Flores, M. A. (2020). COVID-19 and teacher education: A literature review of online teaching and learning practices. European Journal of Teacher Education, 43(4), 466–487. https://doi.org/10.1080/02619768.2020.1821184 Carrillo C. Flores M. A. , ( 2020 ). COVID-19 and teacher education: A literature review of online teaching and learning practices . European Journal of Teacher Education , 43 ( 4 ), 466 487 . https://doi.org/10.1080/02619768.2020.1821184 Search in Google Scholar

Cayatte, R. (2014). Where game, play and art collide. In N. Garrelts (Ed.), Understanding Minecraft: Essays on play, community and possibilities (pp. 203–2013). McFarland and Company. Cayatte R. , ( 2014 ). Where game, play and art collide . In N. Garrelts (Ed.), Understanding Minecraft: Essays on play, community and possibilities (pp. 203 2013 ). McFarland and Company . Search in Google Scholar

Center for Social Investment Studies. (2020). Italia sotto sforzo. Diario della transizione 2020. La scuola e i suoi esclusi, AGI-Agenzia Italia, Roma, CENSIS. https://bit.ly/39XPveG Center for Social Investment Studies . ( 2020 ). Italia sotto sforzo. Diario della transizione 2020. La scuola e i suoi esclusi , AGI-Agenzia Italia, Roma , CENSIS . https://bit.ly/39XPveG Search in Google Scholar

Chen, S. Y., & Chang, Y. M. (2020). The impacts of real competition and virtual competition in digital game-based learning. Computers in Human Behavior, 104, Article106171. https://doi.org/10.1016/j.chb.2019.106171 Chen S. Y. Chang Y. M. , ( 2020 ). The impacts of real competition and virtual competition in digital gamebased learning . Computers in Human Behavior , 104 , Article 106171 . https://doi.org/10.1016/j.chb.2019.106171 Search in Google Scholar

Cheung, K. K., Jong, M. S., Lee, F. L., Lee, J. H., Luk, E. T., Shang, J., & Wong, M. K. (2008). FARMTASIA: An online game-based learning environment based on the VISOLE pedagogy. Virtual Reality, 12(1), 17–25. https://doi.org/10.1007/s10055-008-0084-z Cheung K. K. Jong M. S. Lee F. L. Lee J. H. Luk E. T. Shang J. Wong M. K. , ( 2008 ). FARMTASIA: An online game-based learning environment based on the VISOLE pedagogy . Virtual Reality , 12 ( 1 ), 17 25 . https://doi.org/10.1007/s10055-008-0084-z Search in Google Scholar

Cigognini, M. E., & Di Stasio, M. (2022). Formative assessment. From pandemic practices to sustainable perspective through active learning approaches. Form@re – Open Journal Per La Formazione in Rete, 22(2), 91–110. https://doi.org/10.36253/form-13028 Cigognini M. E. Di Stasio M. , ( 2022 ). Formative assessment. From pandemic practices to sustainable perspective through active learning approaches . Form@re – Open Journal Per La Formazione in Rete , 22 ( 2 ), 91 110 . https://doi.org/10.36253/form-13028 Search in Google Scholar

Cigognini, M. E., Nardi, A., & Benassi, A. (2022). Minecraft, fare laboratorio a distanza in un videogioco. In Apprendere con le tecnologie tra presenza e distanza (pp. 65–68), Convegno SIREM 2022, Roma, 31 agosto-2 settembre. Cigognini M. E. Nardi A. Benassi A. , ( 2022 ). Minecraft, fare laboratorio a distanza in un videogioco . In Apprendere con le tecnologie tra presenza e distanza (pp. 65 68 ), Convegno SIREM 2022 , Roma , 31 agosto-2 settembre . Search in Google Scholar

Cipollone, M., Schifter, C. C., & Moffat, R. A. (2014). Minecraft as a creative tool: A case study. International Journal of Game-Based Learning (IJGBL), 2, 1–14. https://doi.org/10.4018/ijgbl.2014040101 Cipollone M. Schifter C. C. Moffat R. A. , ( 2014 ). Minecraft as a creative tool: A case study . International Journal of Game-Based Learning (IJGBL) , 2 , 1 14 . https://doi.org/10.4018/ijgbl.2014040101 Search in Google Scholar

Dikkers, S. (2015). Teachercraft. How teachers learn to use Minecraft in their classrooms. ETC Press. Dikkers S. , ( 2015 ). Teachercraft . How teachers learn to use Minecraft in their classrooms . ETC Press . Search in Google Scholar

Du, Y., Grace, T. D., Jagannath, K., & Salen-Tekinba, K. (2021). Connected play in virtual worlds: Communication and control mechanisms in virtual worlds for children and adolescents. Multimodal Technologies and Interaction, 5(5), 27. https://doi.org/10.3390/mti5050027 Du Y. Grace T. D. Jagannath K. Salen-Tekinba K. , ( 2021 ). Connected play in virtual worlds: Communication and control mechanisms in virtual worlds for children and adolescents . Multimodal Technologies and Interaction , 5 ( 5 ), 27 . https://doi.org/10.3390/mti5050027 Search in Google Scholar

Fadda, D., & Vivanet, G. (2021). Online laboratories for science education: A summary of evidence. Italian Journal of Educational Research, 26, 105–117. https://doi.org/10.7346/sird-012021-p105 Fadda D. Vivanet G. , ( 2021 ). Online laboratories for science education: A summary of evidence . Italian Journal of Educational Research , 26 , 105 117 . https://doi.org/10.7346/sird-012021-p105 Search in Google Scholar

Felszeghy, S., Pasonen-Seppänen, S., Koskela, A., Nieminen, P., Härkönen, K., Paldanius, K. M. A., Gabbouj, S., Ketola, K., Hiltunen, M., Lundin, M., Haapaniemi, T., Sointu, E., Bauman, E. B., Gilbert, G. E., Morton, D., & Mahonen, A. (2019). Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Medical Education, 19(1), 1–11. https://doi.org/10.1186/s12909-019-1701-0 Felszeghy S. Pasonen-Seppänen S. Koskela A. Nieminen P. Härkönen K. Paldanius K. M. A. Gabbouj S. Ketola K. Hiltunen M. Lundin M. Haapaniemi T. Sointu E. Bauman E. B. Gilbert G. E. Morton D. Mahonen A. , ( 2019 ). Using online game-based platforms to improve student performance and engagement in histology teaching . BMC Medical Education , 19 ( 1 ), 1 11 . https://doi.org/10.1186/s12909-019-1701-0 Search in Google Scholar

Gallagher, C. (2014). An Educator’s Guide to Using Minecraft®in the Classroom: Ideas, inspiration, and student projects for teachers. Peachpit Press. Gallagher C. , ( 2014 ). An Educator’s Guide to Using Minecraft®in the Classroom: Ideas, inspiration, and student projects for teachers . Peachpit Press . Search in Google Scholar

Gamage, K. A. A., Wijesuriya, D. I., Ekanayake, S. Y., Rennie, A. E. W., Lambert, C. G., & Gunawardhana, N. (2020). Online delivery of teaching and laboratory practices: Continuity of university programs during Covid-19 pandemic. Education Sciences, 10(10), 291. https://doi.org/10.3390/educsci10100291 Gamage K. A. A. Wijesuriya D. I. Ekanayake S. Y. Rennie A. E. W. Lambert C. G. Gunawardhana N. , ( 2020 ). Online delivery of teaching and laboratory practices: Continuity of university programs during Covid-19 pandemic . Education Sciences , 10 ( 10 ), 291 . https://doi.org/10.3390/educsci10100291 Search in Google Scholar

Ianes, D., & Bellacicco, R. (2020). Didattica a distanza durante il lockdown. L’impatto percepito dagli insegnanti sull’inclusione degli studenti con disabilità. L’integrazione Scolastica e Sociale, 19(3), 25–47. https://doi.org/10.14605/ISS1932004 Ianes D. Bellacicco R. , ( 2020 ). Didattica a distanza durante il lockdown. L’impatto percepito dagli insegnanti sull’inclusione degli studenti con disabilità . L’integrazione Scolastica e Sociale , 19 ( 3 ), 25 47 . https://doi.org/10.14605/ISS1932004 Search in Google Scholar

Iuliano, E., Mazzilli, M., Zambelli, S., Macaluso, F., Raviolo, P., & Picerno, P. (2021). Satisfaction levels of sport sciences university students in online workshops for substituting practice-oriented activities during the COVID-19 lockdown. Education Sciences, 11(10), 600. https://doi.org/10.3390/educsci11100600 Iuliano E. Mazzilli M. Zambelli S. Macaluso F. Raviolo P. Picerno P. , ( 2021 ). Satisfaction levels of sport sciences university students in online workshops for substituting practice-oriented activities during the COVID-19 lockdown . Education Sciences , 11 ( 10 ), 600 . https://doi.org/10.3390/educsci11100600 Search in Google Scholar

Kolpikova, E. P., Chen, D. C., & Doherty, J. H. (2019). Does the format of preclass reading quizzes matter? An evaluation of traditional and gamified. CBE Life Sciences Education, 18, ar52. https://doi.org/10.1187/cbe.19-05-0098 Kolpikova E. P. Chen D. C. Doherty J. H. , ( 2019 ). Does the format of preclass reading quizzes matter? An evaluation of traditional and gamified . CBE Life Sciences Education , 18 , ar52 . https://doi.org/10.1187/cbe.19-05-0098 Search in Google Scholar

König, J., Jäger-Biela, D. J., & Glutsch, N. (2020). Adapting to online teaching during COVID-19 school closure: Teacher education and teacher competence effects among early career teachers in Germany. European Journal of Teacher Education, 43(4), 608–622. https://doi.org/10.1080/02619768.2020.1809650 König J. Jäger-Biela D. J. Glutsch N. , ( 2020 ). Adapting to online teaching during COVID-19 school closure: Teacher education and teacher competence effects among early career teachers in Germany . European Journal of Teacher Education , 43 ( 4 ), 608 622 . https://doi.org/10.1080/02619768.2020.1809650 Search in Google Scholar

Lane, H. C., Yi, S., Guerrero, B., & Comins, N. (2017). Minecraft as a sandbox for STEM interest development: Preliminary results. In Y. Hayashi, et al. (Eds.), Workshop Proceedings of the 25th International Conference on Computers in Education (pp. 387–397). Asia-Pacific Society for Computers in Education. Lane H. C. Yi S. Guerrero B. Comins N. , ( 2017 ). Minecraft as a sandbox for STEM interest development: Preliminary results . In Y. Hayashi et al. (Eds.), Workshop Proceedings of the 25th International Conference on Computers in Education (pp. 387 397 ). Asia-Pacific Society for Computers in Education . Search in Google Scholar

Lorenzo-Alvarez, R., Rudolphi-Solero, T., Ruiz-Gomez, M. J., & Sendra-Portero, F. (2020). Game-based learning in virtual worlds: A multiuser online game for medical undergraduate radiology education within second life. Anatomical Sciences Educations, 13(5), 602–617. https://doi.org/10.1002/ase.1927 Lorenzo-Alvarez R. Rudolphi-Solero T. Ruiz-Gomez M. J. Sendra-Portero F. , ( 2020 ). Game-based learning in virtual worlds: A multiuser online game for medical undergraduate radiology education within second life . Anatomical Sciences Educations , 13 ( 5 ), 602 617 . https://doi.org/10.1002/ase.1927 Search in Google Scholar

Lucisano, P. (2020). Fare ricerca con gli insegnanti. I primi risultati dell’indagine nazionale SIRD “Per un confronto sulle modalità di didattica a distanza adottate nelle scuole italiane nel periodo di emergenza COVID-19”. Lifelong Lifewide Learning, 17(36), 3–25. https://doi.org/10.19241/lll.v16i36.55 Lucisano P. , ( 2020 ). Fare ricerca con gli insegnanti. I primi risultati dell’indagine nazionale SIRD “Per un confronto sulle modalità di didattica a distanza adottate nelle scuole italiane nel periodo di emergenza COVID-19” . Lifelong Lifewide Learning , 17 ( 36 ), 3 25 . https://doi.org/10.19241/lll.v16i36.55 Search in Google Scholar

SIRD-Italian Society of Educational Research. (2021). La DaD in emergenza: vissuti e valutazioni degli insegnanti italiani. Scelte metodologiche e primi risultati nazionali. PensaMultimedia. https://bit.ly/3TfysWV last accessed 2024/11/04 SIRD-Italian Society of Educational Research . ( 2021 ). La DaD in emergenza: vissuti e valutazioni degli insegnanti italiani. Scelte metodologiche e primi risultati nazionali . PensaMultimedia . https://bit.ly/3TfysWV last accessed 2024/11/04 Search in Google Scholar

Marrara, S., Saija, R., Wanderlingh, U., & Vasi, S. (2021). Minecraft: A means for the teaching and the disclosure of physics. Il Nuovo Cimento C, 44(4– 5), 171. https://doi.org/10.1393/ncc/i2021-21171-9 Marrara S. Saija R. Wanderlingh U. Vasi S. , ( 2021 ). Minecraft: A means for the teaching and the disclosure of physics . Il Nuovo Cimento C , 44 ( 4–5 ), 171 . https://doi.org/10.1393/ncc/i2021-21171-9 Search in Google Scholar

Mezirow, J. (2016). La teoria dell’apprendimento trasformativo. Imparare a pensare come un adulto. Raffaello Cortina. Mezirow J. , ( 2016 ). La teoria dell’apprendimento trasformativo . Imparare a pensare come un adulto . Raffaello Cortina . Search in Google Scholar

Ministry of Education, University and Research. (2021). Ministero dell’Istruzione dell’Università e della Ricerca. Indicazioni nazionali per il curricolo della scuola dell’infanzia e del primo ciclo di istruzione. MIUR. Ministry of Education, University and Research . ( 2021 ). Ministero dell’Istruzione dell’Università e della Ricerca . Indicazioni nazionali per il curricolo della scuola dell’infanzia e del primo ciclo di istruzione . MIUR . Search in Google Scholar

Mishra, P., & Kereluik, K. (2011). What 21st century learning? A review and a synthesis. In M. Koehler & P. Mishra (Eds.), Proceedings of SITE 2011 – Society for Information Technology & Teacher Education International Conference (pp. 3301– 3312). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/36828/last accessed 2024/11/04 Mishra P. Kereluik K. , ( 2011 ). What 21st century learning? A review and a synthesis . In M. Koehler P. Mishra (Eds.), Proceedings of SITE 2011 – Society for Information Technology & Teacher Education International Conference (pp. 3301 3312 ). Association for the Advancement of Computing in Education (AACE) . https://www.learntechlib.org/primary/p/36828/ last accessed 2024/11/04 Search in Google Scholar

Mortari, L., & Ghirotto, L. (2019). Metodi per la ricerca educativa. Carocci. Mortari L. Ghirotto L. , ( 2019 ). Metodi per la ricerca educativa . Carocci . Search in Google Scholar

Nardi, A., Cigognini, E., & Benassi, A. (2023). Minecraft: A remote laboratory for game-based distance learning. EDEN Dublin Annual Conference 2023, Dublin 18–20 June, 2023. Nardi A. Cigognini E. Benassi A. , ( 2023 ). Minecraft: A remote laboratory for game-based distance learning . EDEN Dublin Annual Conference 2023 , Dublin 18 20 June , 2023 . Search in Google Scholar

National Institute for Documentation, Innovation and Educational Research (INDIRE) (2020a). Indagine tra i docenti italiani: pratiche didattiche durante il lockdown. Report Preliminare. https://www.indire.it/wp-content/uploads/2020/07/Pratiche-didattiche-durante-il-lockdown-Report-2.pdf last accessed 2024/11/04 National Institute for Documentation, Innovation and Educational Research (INDIRE) ( 2020a ). Indagine tra i docenti italiani: pratiche didattiche durante il lockdown . Report Preliminare . https://www.indire.it/wp-content/uploads/2020/07/Pratiche-didattiche-durante-il-lockdown-Report-2.pdf last accessed 2024/11/04 Search in Google Scholar

National Institute for Documentation, Innovation and Educational Research (INDIRE) (2020b). Indagine tra i docenti italiani: pratiche didattiche durante il lockdown. Report Integrativo. https://www.indire.it/wp-content/uploads/2020/12/Report-integrativo-Novembre-2020_con-grafici-1.pdf last accessed2024/11/04 National Institute for Documentation, Innovation and Educational Research (INDIRE) ( 2020b ). Indagine tra i docenti italiani: pratiche didattiche durante il lockdown . Report Integrativo . https://www.indire.it/wp-content/uploads/2020/12/Report-integrativo-Novembre-2020_con-grafici-1.pdf last accessed 2024/11/04 Search in Google Scholar

National Institute for Documentation, Innovation and Educational Research (INDIRE) (2021). Impatto della Pandemia sulle Pratiche Didattiche e Organizzative delle Scuole Italiane nell’Anno Scolastico 2020/21 REPORT PRELIMINARE - DICEMBRE 2021 https://www.indire.it/wp-content/uploads/2022/02/Didattiche-Durante-il-Lockdown_10_01.pdf last accessed 2024/11/04 National Institute for Documentation, Innovation and Educational Research (INDIRE) ( 2021 ). Impatto della Pandemia sulle Pratiche Didattiche e Organizzative delle Scuole Italiane nell’Anno Scolastico 2020/21 REPORT PRELIMINARE-DICEMBRE 2021 https://www.indire.it/wp-content/uploads/2022/02/Didattiche-Durante-il-Lockdown_10_01.pdf last accessed 2024/11/04 Search in Google Scholar

National Institute for Documentation, Innovation and Educational Research (INDIRE) (2022). Impatto della Pandemia sulle Pratiche Didattiche e Organizzative delle Scuole Italiane nell’Anno Scolastico 2020/21: Report Integrativo. https://www.indire.it/wp-content/uploads/2022/08/A4_report_covid_INDIRE_def.pdf last accessed 2024/11/04 National Institute for Documentation, Innovation and Educational Research (INDIRE) ( 2022 ). Impatto della Pandemia sulle Pratiche Didattiche e Organizzative delle Scuole Italiane nell’Anno Scolastico 2020/21: Report Integrativo . https://www.indire.it/wp-content/uploads/2022/08/A4_report_covid_INDIRE_def.pdf last accessed 2024/11/04 Search in Google Scholar

Niewint, J., Mori, S., Naldini, M., Benassi, A., & Guasti, L. (2019). IDeAL: A methodology for constructing artefacts and promoting transversal skills in the classroom. Form@re – Open Journal Per La Formazione in Rete, 19(1), 117–132. https://doi.org/10.13128/formare-24988 Niewint J. Mori S. Naldini M. Benassi A. Guasti L. , ( 2019 ). IDeAL: A methodology for constructing artefacts and promoting transversal skills in the classroom . Form@re – Open Journal Per La Formazione in Rete , 19 ( 1 ), 117 132 . https://doi.org/10.13128/formare-24988 Search in Google Scholar

Organization for Economic Co-operation and Development (OECD). (2020). School Education during COVID-19. Were teachers and students ready? OECD Publishing. Organization for Economic Co-operation and Development (OECD) . ( 2020 ). School Education during COVID-19. Were teachers and students ready? OECD Publishing . Search in Google Scholar

Perla, L., & Riva, M. G. (2016). L’agire educativo: manuale per educatori e operatori socio-assistenziali. Editrice La Scuola. Perla L. Riva M. G. , ( 2016 ). L’agire educativo: manuale per educatori e operatori socio-assistenziali . Editrice La Scuola . Search in Google Scholar

Plump, C. M., & LaRosa, J. (2017). Using Kahoot! In the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. Management Teaching Review, 2, 151–158. https://doi.org/10.1177/2379298116689783 Plump C. M. LaRosa J. , ( 2017 ). Using Kahoot! In the classroom to create engagement and active learning: A game-based technology solution for eLearning novices . Management Teaching Review , 2 , 151 158 . https://doi.org/10.1177/2379298116689783 Search in Google Scholar

Post, L. S., Guo, P., Saab, N., & Admiraal, W. (2019). Effects of remote labs on cognitive, behavioral, and affective learning outcomes in higher education. Computers & Education, 140, 103596. https://doi.org/10.1016/j.compedu.2019.103596 Post L. S. Guo P. Saab N. Admiraal W. , ( 2019 ). Effects of remote labs on cognitive, behavioral, and affective learning outcomes in higher education . Computers & Education , 140 , 103596 . https://doi.org/10.1016/j.compedu.2019.103596 Search in Google Scholar

Powers, M. (2019). Popular game development platform has classroom potential. Common Sense Education. Powers M. , ( 2019 ). Popular game development platform has classroom potential . Common Sense Education . Search in Google Scholar

Qiang, Z., Obando, A., Chen, Y., & Ye, C. (2020). Revisiting distance learning resources for undergraduate research and lab activities during COVID-19 pandemic. Journal of Chemical Education, 97(9), 3446–3449. https://doi.org/10.1021/acs.jchemed.0c00609 Qiang Z. Obando A. Chen Y. Ye C. , ( 2020 ). Revisiting distance learning resources for undergraduate research and lab activities during COVID-19 pandemic . Journal of Chemical Education , 97 ( 9 ), 3446 3449 . https://doi.org/10.1021/acs.jchemed.0c00609 Search in Google Scholar

Rader, E., Love, R., Reano, D., Dousay, T. A., & Wingerter, N. (2021). Pandemic Minecrafting: An analysis of the perceptions of and lessons learned from a gamified virtual geology field camp. Geoscience Communication, 4(4), 475–492. https://doi.org/10.5194/gc-4-475-2021 Rader E. Love R. Reano D. Dousay T. A. Wingerter N. , ( 2021 ). Pandemic Minecrafting: An analysis of the perceptions of and lessons learned from a gamified virtual geology field camp . Geoscience Communication , 4 ( 4 ), 475 492 . https://doi.org/10.5194/gc-4-475-2021 Search in Google Scholar

Ranieri, M., Gaggioli, C., & Borges, M. K. (2020). La didattica alla prova del Covid-19 in Italia: uno studio sulla Scuola Primaria. Práxis Educativa, 15, 1–20. https://doi.org/10.5212/PraxEduc.v.15.16307.079 Ranieri M. Gaggioli C. Borges M. K. , ( 2020 ). La didattica alla prova del Covid-19 in Italia: uno studio sulla Scuola Primaria . Práxis Educativa , 15 , 1 20 . https://doi.org/10.5212/PraxEduc.v.15.16307.079 Search in Google Scholar

Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). “Will I Always Be Not Social?”: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 1256–1269). New York, NY, USA: ACM. https://doi.org/10.1145/2858036.2858038 Ringland K. E. Wolf C. T. Faucett H. Dombrowski L. Hayes G. R. , ( 2016 ). “Will I Always Be Not Social?”: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism . In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 1256 1269 ). New York, NY, USA : ACM . https://doi.org/10.1145/2858036.2858038 Search in Google Scholar

Rubim, J. P., Mota, V. P., Garcia, L. G., Brito, G. L. R., & Santos, G. F. (2019). The use of remote experimentation as a teaching tool: A literature review. International Journal of Information and Education Technology, 9(11), 826–830. https://doi.org/10.18178/ijiet.2019.9.11.1312 Rubim J. P. Mota V. P. Garcia L. G. Brito G. L. R. Santos G. F. , ( 2019 ). The use of remote experimentation as a teaching tool: A literature review . International Journal of Information and Education Technology , 9 ( 11 ), 826 830 . https://doi.org/10.18178/ijiet.2019.9.11.1312 Search in Google Scholar

Sena, C. C. R. G. D., & Jordão, B. G. F. (2021). Challenges in the teaching of Cartography during the COVID-19 pandemic: Use of Minecraft in the remote classroom setting. Proceedings of the ICA, 4, 99. https://doi.org/10.5194/ica-proc-4-99-2021 Sena C. C. R. G. D. Jordão B. G. F. , ( 2021 ). Challenges in the teaching of Cartography during the COVID-19 pandemic: Use of Minecraft in the remote classroom setting . Proceedings of the ICA , 4 , 99 . https://doi.org/10.5194/ica-proc-4-99-2021 Search in Google Scholar

Sun, L., Tang, Y., & Zuo, W. (2020). Coronavirus pushes education online. Nature Materials, 19(6), 687–687. https://doi.org/10.1038/s41563-020-0678-8 Sun L. Tang Y. Zuo W. , ( 2020 ). Coronavirus pushes education online . Nature Materials , 19 ( 6 ), 687 687 . https://doi.org/10.1038/s41563-020-0678-8 Search in Google Scholar

Sutton, M. J., & Jorge, C. F. (2020). Potential for radical change in Higher Education learning spaces after the pandemic. Journal of Applied Learning & Teaching, 3(1), 1–5. https://doi.org/10.37074/jalt.2020.3.1.20 Sutton M. J. Jorge C. F. , ( 2020 ). Potential for radical change in Higher Education learning spaces after the pandemic . Journal of Applied Learning & Teaching , 3 ( 1 ), 1 5 . https://doi.org/10.37074/jalt.2020.3.1.20 Search in Google Scholar

Tramma, S. (2018). L’educatore imperfetto. Senso e complessità? del lavoro educativo. Carocci. Tramma S. , ( 2018 ). L’educatore imperfetto . Senso e complessità? del lavoro educativo . Carocci . Search in Google Scholar

Trinchero, R., & Robasto, D. (2019). I Mixed Methods nella ricerca educativa. Mondadori Università. Trinchero R. Robasto D. , ( 2019 ). I Mixed Methods nella ricerca educativa . Mondadori Università . Search in Google Scholar

Wardoyo, C., DwiSatrio, Y., & Ma’ruf, D. (2020). Effectiveness of game-based learning–learning in modern education. In G. Agustin (Ed.), 3rd International Research Conference on Economics and Business (pp. 81–87). KnE Social Sciences. https://doi.org/10.18502/kss.v4i7.6844 Wardoyo C. DwiSatrio Y. Ma’ruf D. , ( 2020 ). Effectiveness of game-based learning learning in modern education . In G. Agustin (Ed.), 3rd International Research Conference on Economics and Business (pp. 81 87 ). KnE Social Sciences . https://doi.org/10.18502/kss.v4i7.6844 Search in Google Scholar

Wu, M.-J., Zhao, K., & Fils-Aime, F. (2022). Response rates of online surveys in published research: A meta-analysis. Computers in Human Behavior Reports, 7, 100206. https://doi.org/10.1016/j.chbr.2022.100206 Wu M.-J. Zhao K. Fils-Aime F. , ( 2022 ). Response rates of online surveys in published research: A meta-analysis . Computers in Human Behavior Reports , 7 , 100206 . https://doi.org/10.1016/j.chbr.2022.100206 Search in Google Scholar

Yang, J. C., Chung, C. J., & Chen, M. S. (2022). Effects of performance goal orientations on learning performance and in-game performance in digital game-based learning. Journal of Computer Assisted Learning, 38(2), 422–439. https://doi.org/10.1111/jcal.12622 Yang J. C. Chung C. J. Chen M. S. , ( 2022 ). Effects of performance goal orientations on learning performance and in-game performance in digital game-based learning . Journal of Computer Assisted Learning , 38 ( 2 ), 422 439 . https://doi.org/10.1111/jcal.12622 Search in Google Scholar

Język:
Angielski
Częstotliwość wydawania:
2 razy w roku
Dziedziny czasopisma:
Nauki społeczne, Edukacja, Program nauczania i pedagogika, Edukacja, inne