Manual La didattica in sanità. Comunicare, progettare e valutare la formazione (Italian Edition)

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Drammaturgia is a new series of the same title journal published by Salerno Editore until Issued once a year, it examines the intercultural dynamics of theatre and the differences between literary structures of the discipline and its specific contexts and processes of production and fruition. La rivista indaga un arco diacronico di lunga durata — dal mondo antico a oggi — in una prospettiva storico-filologica attenta alle dinamiche interculturali e alle differenze tra le cristallizzazioni letterarie del teatro e gli specifici contesti e processi di produzione, realizzazione e fruizione del teatro in azione.

Questo la rende uno strumento originale di approfondimento in grado di costruire connessioni tra l'architettura e gli altri saperi. Paolo Federighi Dept. Questi comprendono rapporti su eventi scientifici quali conferenze e workshop di livello internazionale e brevi descrizioni dei principali risultati ottenuti nella ricerca operata all'interno degli Istituti del "Colle di Galileo".

The Italian Journal of Anatomy and Embryology was founded in by Giulio Chiarugi, Anatomist at Florence University, and hence ever devoted to the progress and diffusion of science in the fields of Anatomy, Histology and Embryology. The Journal will continue to be devoted to publish original, research or review papers dealing with the entire field of anatomy and embryology of vertebrates, from clinical anatomy to cell and developmental biology, with special regard to human and veterinary medicine and including medical education in those fields.

La rivista offre una piattaforma per il dibattito internazionale tra studiosi attraverso la pubblicazione di lavori di rilievo che facciano riferimento ad un ampio spettro disciplinare: letteratura, linguaggio, arte, storia, politica, sociologia, religione e studi culturali. LEA si occupa delle lingue, letterature e culture in una prospettiva "concretamente planetaria" quindi attenta alle situazioni nazionali, regionali ed areali assunte quali ambiti specifici del patrimonio culturale adottando un approccio interdisciplinare.

It is divided into three sections which are "Riflessioni", the fulcrum of the journal where the main theme is analyzed, "Escursioni" where book reviews and convention reports are collected and "Storie", dedicated to accounts of abroad experiences and study vacations. Eppure la musica ha sempre avuto una dimensione tecnologica. Phenomenology and Mind is an international, interdisciplinary journal currently run by several Research Centres of Vita-Salute San Raffaele University.

Born as a space of arguments and comparison of phenomenological and analytical philosophical research. Phenomenology and Mind currently publishes the proceeding of the annual PhD School of Vita-Salute San Raffaele Faculty of Philosophy, with world-renowned invited speakers; and a second issue through call for papers on a special topics.

Phytopathologia Mediterranea is an international journal edited by the Mediterranean Phytopathological Union. The journal deals with all areas of plant pathology, including etiology, epidemiology, disease control, biochemical and physiological aspects, and utilization of molecular technologies.

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All types of plant pathogens are covered, including fungi, oomycetes, nematodes, protozoa, bacteria, phytoplasmas, viruses, and viroids. The journal also gives a special attention to research on mycotoxins, biological and integrated management of plant diseases, and the use of natural substances in disease and weed control. The journal focuses on pathology of Mediterranean crops grown throughout the world. Great interest is given to the analysis of manuscrypts and textual criticism, but also to the interpretation and comment of the works. Si occupa quindi di testi sia greci che latini, considerati espressione di un'unica letteratura in due lingue, e si caratterizza per una vocazione squisitamente critico-testuale ed esegetica.

Ampio spazio viene dato da un lato agli studi sulla tradizione manoscritta, alla costituzione e alla critica del testo e, dall'altro, all'analisi filologica, all'interpretazione e al commento degli scritti, per una loro valorizzazione e comprensione letteraria storicamente inquadrata. The journal publishes articles relating to the analysis of natural language in its various aspects, paying special attention to the following fields of inquiry: theoretical models of language; the description of linguistic systems; the linguistic continuum in historical, typological and sociolinguistic perspectives; linguistic structures of languages of the Orient and their historical evolution; experimental linguistics psycholinguistics, neurolinguistics and applied linguistics; pragmatics and semantics; communication.

The journal, sponsored and funded by the Department of Languages, Literatures and Intercultural Studies of the University of Florence, reflects the interests of its linguist and orientalist members. Languages: English, Italian others by editorial approval. Lingue: inglese, italiano altre su approvazione del comitato di redazione. La rivista ambisce, quindi, a costituire una finestra privilegiata di osservazione dei diversi approcci conservativi in funzione dei molteplici contesti geopolitici e culturali. Ri-Vista is a six-monthly journal in electronic format open access. It was founded in and operates through international call for papers and double blind peer review.

Ri-Vista deals with landscape architecture in a traditional disciplinary openness to the contributions of sciences otherwise competent, consolidated over the years according with the nature of the discipline to which it is dedicated. The rich articulation of scientific viewpoints, as identified by studies that different disciplines dedicate to the landscape as a category and to the landscapes as reality is therefore the basin in which Ri-Vista is searching for references for the design in the broadest sense of this term that landscape architecture can express.

From Ri-Vista is part of the scientific journals of the Department of Architecture of the University of Florence and in launched a second series. Rivista di Economia Agraria REA , a scientific open access journal issued every four months, publishes articles on economics and policy relating to agriculture, forestry, the environment, the agro-food sector and rural sociology. It publishes articles on research and studies into photography, both historical and contemporary; articles on sources and the custodianship of photographs; reviews of books, events and exhibitions of particular importance to the development of study in this field.

The scope of the journal is to gather together and promote the most up-to-date research on photography which is taking place both in Italy and abroad, with particular attention to the work of specialists in the field who introduce innovative approaches and share an interest in dialogue with other branches of knowledge. ABSTRACT: Digital technologies play an important role in the field of low vision, particularly in early rehabilitation efforts to sustain visual capacity and stimulate the other senses so as to prevent the emergence of any global development deficit.

Among the vast range of digital technologies available today, tablets and the apps that run on them hold a particular fascination for children. This also holds true for children who have visual impairments, as these tools can motivate them to concentrate on tasks and regularly exert visual effort as part of their rehabilitation regime and general growth.


However, in order for these gains to materialize, a wide range of suitable apps must be available that visually-impaired children can use in rehab with therapists, at school with teachers, and at home with family members. At first sight, such access may not seem to be a problem, given the wide variety of products available in app stores and the existence of authoritative inclusion-oriented services providing general support and guidelines.

However, finding and choosing specific apps that different visually-impaired children can use in various contexts and for different purposes rehabilitation, learning, leisure is actually not a straightforward matter at all. Faced with this challenge, various users and their networks of supporters have initiated spontaneous self-help efforts by informally sharing opinions and experiences online; in this way they foster the exchange of unstructured and heterogeneous information pertinent to the concerns of many visually impaired people.

To support these grassroots efforts, enrich them with research expertise, and provide the structural support necessary to upscale them, the authors of this contribution have undertaken a research project starting from the definition of the key features of apps that make them more or less suitable for use by and with visually-impaired children in different contexts. The idea is that a working knowledge of these key features will allow therapists, teachers and families to guide users in choosing apps that suit different needs and purposes. As part of the project activities, a group of therapists with solid experience in the low-vision field analyzed mainstream products available in app stores, gauging the affordances and hindrances these might present for visually-impaired children.

This evaluation process was coupled with, and informed by, field tests involving therapists and visually-impaired children working in tandem. The platform blends systematic, structured data from recognized experts and vital know-how and practical insights from end users regarding the usability of apps usable for rehabilitation, education or leisure activities.

Hence, Sharehab is a collaborative effort helping to guide people in the choice of the most suitable apps for use with and by children with different degrees of low vision, applicable in various contexts and with different purposes. ISBN: X. Academic Conferences and Publishing International Limited. In the first phase of the project, an introduction to coding with Scratch was carried out. Each group chose the game they wished to develop among a restricted number of possibilities. Twenty game based training sessions were set up along the whole school year, involving two experimental classes, while another two classes served as control group.

Results show a statistically significant improvement in the experimental group when compared to the control one for nearly all the indicators considered, confirming the initial hypothesis. Classi ibride e inclusione socio-educativa: il progetto TRIS. Benigno V. Franco Angeli, Milano. Serious illness prevents many students from attending school on a regular basis and can lead to long-term absence from the classroom.

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The consequent isolation impedes socialization and educational exchange between homebound students and their schoolmates, as well as interaction with their teachers. Moreover, these students face serious difficulties when they eventually manage to return to school. The main aim of the project is to develop a flexible and scalable intervention model for integrating homebound leaners.

This is based on active and engaging learning approaches and is designed for application to a wide variety of long—term absence situations. Una classe ibrida inclusiva per promuovere relazioni e apprendimenti. Nea Scence, 5 11 , Essediquadro: formazione qualificata e certificata sulle tecnologie per l'inclusione. Nel contributo, si illustreranno le caratteristiche della piattaforma e si presenteranno alcune considerazioni sulla sua fruizione. ABSTRACT: Thanks to their peculiar features and their employability in collaborative activities, Tablets can be really helpful in fostering the inclusion of children who cannot attend school for medical reasons.

The results are likely indicating that teachers do recognize and use the Tablet as a useful tool for the inclusion of the homebound student, but they do not use it in other activities as it is still perceived as too demanding in terms of efforts and time. Franco Angeli. In questo contributo vengono riportati gli esiti di una ricerca volta a esplorare gli effetti inclusivi di una classe ibrida frequentata da studenti con patologia cronica confinati presso la propria abitazione.

Web 2. ABSTRACT: Visually-impaired children require early introduction of visual rehabilitation measures, which should accompany them throughout their childhood.

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Such intervention programmes generally have two main objectives: 1 to maintain and develop visual capacity; 2 to stimulate the other senses so as to prevent any global development deficit. Today, digital technologies play an important role in rehabilitation sessions. Therapists often use digital technologies created specifically for visually-impaired children, together with other more attractive digital technologies that children can use at home or school to continue practising. The latter can include videos, animations, audio-visual fairy tales, interactive environments, etc. These resources undoubtedly represent an invaluable aid for enhancing and consolidating long-term rehabilitation programmes.

However, parents and teachers often experience difficulties finding and evaluating effective resources, while therapists are often unfamiliar with the full range of materials that can be used with visually-impaired children. So the need arises to make available a wide variety of up-to-date resources that are organized and classified on the basis of actual field testing. In this way, users can quickly find the digital resources they need. This project draws on both traditional and innovative ways of generating information, adopting an approach that leverages the contribution of the community.

Un gioco virtuale per l'orientamento spaziale. Dias et al. Springer International Publishing AG Trentin, G. Rivista AEIT, n. ABSTRACT: Gli spazi ibridi sono il risultato della compenetrazione degli spazi fisici e di quelli virtuali, favorita dalla perenne connessione in rete always-on dei nostri dispositivi digitali. Ferlino, L. Webinar: un nuovo orizzonte per la formazione dei docenti.

Playful learning e apprendimento informale: il possibile ruolo delle Tecnologie Didattiche. KEYWORDS: playful learning, apprendimento informale, problem solving, tutoring, peer-to-peer, tecnologie didattiche, bambini, malattie oncoematologiche. Nata, Progress in Education, Nova Science Publishers Inc.. ABSTRACT: A possible approach to mix formal and informal learning processes in continuous professional development is the creation of conditions for grafting the typical dynamics of informal learning onto formal educational paths.

One such approach was the object of the experiment described in this article, having the aim to analyse and discuss the use of concept mapping for enhancing and empowering informal knowledge flows within a group of professionals participating in formal training sessions. Una classe Ibrida inclusiva per promuovere relazioni e apprendimenti. Persico, D. Autoregolazione dell'apprendimento nello sviluppo professionale degli insegnanti. Education 2. KEYWORDS: autoregolazione dell'apprendimento, sviluppo professionale dei docenti, progettazione didattica, self-regulated learning, teacher professional development, learning design.

Ceregini, A, Ferlino, L. The idea behind this technique is that sharing views and opinions with others by discussing with peers and receiving and providing formative feedback enriches the quality of learning. In this study, a class of trainee teachers conducts an online PR. The resulting interactions are analyzed and evaluated by the researchers through the application of an evaluation model based on both quantitative and qualitative data. In particular, two conditions are studied, namely the PR in groups versus the PR in dyads. Results show that students who carried out the PR in groups were less active from the cognitive point of view, while they devoted more effort to deal with organizational matters and discourse facilitation.

Dini, S. App: una grande tecnologia in mani molto piccole. Stripes Cooperativa Sociale Onlus. TD Tecnologie Didattiche, 24 2 , Edizioni Menabo'. Le limitazioni dello studio vengono presentate assieme a indicazioni per ulteriori ricerche. La conoscenza tra le dita dei bambini. Imparare e giocare a tempo di app. TD - Tecnologie Didattiche 24 3 , SoDiLinux cts uno strumento per una didattica sostenibile. Cesareni e N. Tecnologie per sviluppare interventi formativi. AEIT, 10, Veltkamp Eds. DOI: Since SPT is an embodied skill, the hypothesis was that the more immersive a tool is, the better the performance should be.

Ninety-eight students from a local primary school have played with three different versions of a game: immersive using a Head Mounted Display, semi-immersive played on a computer screen and non-immersive in which no movement was possible for the player. Results do not support the initial hypothesis: no significant impact from the immersion level has been found on performance.

This contribution will illustrate the capabilities of the technologies considered Bee-Bots, Pro-Bots, Tablets and IWBs to implement playful learning during the entertainment of young guests in the houses. In addition, the methods and tools used to monitor the activities of the children will be explained. Some first evidence will also be presented, in particular how the use of the proposed playful approach and technology allows the children to reach educational goals in an informal way.

The contribution will outline how the initiative will continue in order a to consolidate the practices put in place in the first year of activity, b to foster the involvement of the over 14 young people, relying on more advanced technologies, stimulating computational thinking through the use of robots, 3D printers, holograms, videogame editors, etc.

Several studies have demonstrated a strong correlation between spatial reasoning and success in Science, Technology, Engineering, and Mathematics STEM. There are great differences among people in spatial reasoning abilities; nevertheless, they can be trained with long lasting improvements affecting STEM results. We have developed a virtual reality game specifically designed to make the player feel as if the virtual world were real, with a special attention to its usability for all, including children with mild intellectual disabilities.

The game is available in three different levels of immersion. The first phase of the project focused on the identification of the optimal level of immersion for the task and the definition of the best age group to be addressed. In the second phase, which is ongoing, the children, divided into balanced teams, will participate to a tournament using the same game.

Specific moments when the stronger members of the team will teach the weaker ones will be organized. Data will be correlated to their abilities with respect to STEM subjects and improvements will be compared to those of students who have not taken part to the training phase of the project. Societal challenges and new technologies: education in a changing world. International journal of cyber ethics in education Online , N 1, Vol 4, pp IGI Pub. ABSTRACT: Education is facing challenges and issues that arise both on the changing needs of modern society and on difficulties to which it has always been difficult to offer effective solutions.

This paper, considering this general context, briefly introduces the research field of Educational Technology and identifies and discusses two main lines of evolution that have characterized this sector from its beginning. Then, some perspectives that depict the current situation are proposed.

The aim is to sketch a framework to support the understanding of the variety of approaches and research questions assumed by research studies in the field of educational technology. Immersion or Non-Immersion? That is the Question. The present paper describes a methodology and the set-up of an experiment aimed at assessing the relation between immersion in virtual reality, presence and performance in spatial reasoning.

The game has been developed in three different versions: one in complete immersion, using a Head Mounted Display; one in semi-immersion in which all movements are still possible but the room is seen from a computer monitor; and a non-immersive one with a fixed view on the virtual room. A wide test with children from 8 to 10 years of age was planned with the aim of assessing whether the use of immersion impacts on reported presence and on performance in the perspective taking task. Six elementary classes are involved in playing with the three versions of the game. The data collected will be the basis for a deeper research on spatial immersion, presence and their impact on performance and learning of visual reasoning skills.

Journal of e-Learning and Knowledge Society, Vol. IVR is an innovative tool thanks to which a new chapter in the history of e-learning begun. It is now possible to have a personal direct experience of virtual situations as if they were real, involving all the five senses and allowing for a kinaesthetic approach to learning. All those skills that have an embodied component find in the immersive world a perfect training situation.

Spatial Perspective Taking is an important skill for orientation in space and mastering it supports independent mobility in town. The fact that the virtual world is perceived as if it was real, and the possibility to move freely into it, allows stimulating the embodied component of spatial reasoning. Furthermore, IVR makes learning transfer to real situations easier, especially for our target users. Didattica in ambito matematico, scientifico e tecnologico nella scuola.

Form re - Open Journal per la formazione in rete, N 1, Vol 16, pp Firenze University Press. Si propone un breve excursus su quattro esperienze di ricerca svolte da equipe multidisciplinari coordinate da ITD-CNR a partire dai primi anni Duemila. Always-on Education and Hybrid Learning Spaces. Educational Technology, 56 2 , Educational Technology Publications. Innovative forms of teaching have been developing in hybrid spaces for some time now, but as yet no in-depth parallel reflection on the enabling conditions which can guarantee their mass diffusion has been forthcoming.

This paper proposes a possible model for combining the elements of so-called always-on education with the conditions which make it truly sustainable. Caponetto, I, Dagnino, F. Huang Ronghuai, Kinshuk, Jon K. Price Eds. The main research aim of MAGICAL and of the reported pilot was to investigate the viability and educational added value of digital game making, especially for supporting transversal 21st century skills such as collaboration, creativity, problem solving and ICT literacy.

It took place towards the end of the school year at a primary school located in the city of Genoa in northwest Italy. Three third-grade classes and two fifth grades took part, with an overall participant population of students and eight teachers. For this pilot, a digital game-making platform called Magos Lite was employed.

This was developed within MAGICAL for adoption in the project's field experiments and also for use by the education community at large. In planning and implementing the experience, the research team adopted a design. Il nuovo servizio online Essediquadro.

Essediquadro, il servizio online per la documentazione e l'orientamento sul software didattico e altre risorse digitali per l'apprendimento. Nel viene completamente ristrutturato, dal punto di vista dei contenuti, della struttura, della grafica, delle funzioni. La sostenibile leggerezza delle tecnologie low cost. Probabilmente a nessuno o a pochi. Sono molti i fattori che influenzano le nostre scelte.

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  7. Allo stesso modo, ci sono fattori che ci condizionano nel sostenere una posizione, nel sopportare una situazione. Quando qualcosa diventa sostenibile per noi? Probabilmente quando siamo sicuri che saremo in grado di affrontarlo e di gestirlo, ricavando anche un minimo di soddisfazione. Le tecnologie low cost possono essere sostenibili, in quanto leggere. Evoluzione e prospettive nella ricerca in tecnologie didattiche. Campione a cura di , La Didattica nell'era digitale, Si pensi, ad esempio, ai problemi rilevanti che la scuola si trova a dover affrontare in settori fondamentali per la preparazione di tutti gli individui quali la matematica, le scienze, la lingua, come messo in luce dai risultati di molti studi internazionali.

    In questo panorama articolato e complesso si colloca il settore di ricerca delle Tecnologie Didattiche che si pone l'obiettivo di studiare e analizzare il ruolo che le nuove tecnologie hanno nell'innovazione dei processi di insegnamento e apprendimento. Bocconi, S. Didattica ibrida e insegnamento universitario: linee guida per una progettazione efficace. Pensa Multimedia. KEYWORDS: hybrid instruction solution; tecnologie mobili e di rete; valutazione; apprendimento collaborativo; progettazione didattica; istruzione universitaria.

    Dagnino, F. Game making per lo sviluppo di abilita' trasversali. Midoro ed. Midoro, V Ed. La scuola ai tempi del digitale - istruzioni per costruire una scuola nuova. Sono cambiate le tecnologie per il trattamento del sapere. Come potrebbe essere la nuova scuola?

    Come sfruttare per l'apprendimento la commistione tra gli spazi fisici e gli spazi virtuali, in cui siamo permanentemente immersi? In che cosa consiste l'educazione al pensiero computazionale? Che ruolo possono avere i giochi in una didattica centrata sullo studente? Chi sono i maker? Quali sono gli strumenti che aiutano gli insegnanti nella progettazione di ambienti di apprendimento? E quali ostacoli si frappongono all'uso delle tecnologie? Come ripensare la conoscenza?

    Giochi Logici a Scuola: Esperienze e Riflessioni. Vittorio Midoro a cura di , La scuola ai tempi del digitale, Always-on e spazi ibridi di apprendimento. Vittorio Midoro, La scuola ai tempi del digitale. Istruzioni per costruire una scuola nuova, Journal of Interactive Learning Research 26 4 , Which stages of the collaborative process have the highest knowledge and information flows, respectively? These are the questions which the experiment described in this paper seeks to answer. The experiment involved 66 students from the University of Turin. After attending a couple of lessons on online communities of professionals and doing some basic reading, they were asked to develop, in small sub-groups, an artefact using a wiki to summarise what had been learnt.

    The students were also asked to make a quantitative and qualitative estimate of the information and knowledge flows which took place in the three different phases of studying, structuring and collaboratively developing the artefact. The stages with the highest knowledge flow index were found to be the study and structuring stages, while information flows were mainly in the actual writing of the artefact.

    Earp, J. Gomez Chova, A. Lopez Martinez, I. Candel Torres Eds. ABSTRACT: Game making as a strategy for supporting learning processes is a research topic that has roots stretching back to the constructionist movement of the s and s. However, the current popularity of digital gaming, Game Based Learning GBL , 21st century skills development and learner-centred strategies is sharping interest in the affordances that digital game making offers and how these can be harnessed in education to enhance learning.

    Università degli Studi di Perugia

    This contribution charts the emergence and establishment of learner-driven digital game making through a systematic review of the global literature on the topic published since the early s. It maps out the research concerns under investigation in the field, as gleaned from a dataset of almost publications of different types specifically dedicated to the topic. The review begins with a description of the method and procedure adopted for carrying out the literature search and producing a comprehensive dataset of records.

    This is followed by reporting and analysis of the generated data. The review concludes with a brief discussion and reflection on the results. Future Internet , 7 4 , ABSTRACT: There is not a unique definition of "empowerment", nevertheless the idea that it involves, on the one hand, people having control over their own lives and, on the other, some social aspects seems to be a common characteristic. Most authors recognize three levels of empowerment: individual, group, and community level, which are interconnected and changes at one level influence the others.

    In this paper we present Smart Angel, a project that aims at creating a network involving families, caregivers, experts, and tutors, as well as the final users and their friends, based on a mobile cloud system in support of both everyday living and urban mobility for people with medium-mild intellectual disabilities, with particular attention to the Down syndrome. The system can be seen as a tool to empower its users to be more independent and therefore increasing their possibility to have an active role in their life and an active participation to the community.

    KEYWORDS: empowerment; intellectual disabilities; mobility; cloud computing; technology enhanced learning; serious games; intellectual impairments. Boyle, E. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Since a large number of papers was identified in the period from to , the current review focused on papers that provided higher quality evidence about the positive outcomes of games.

    Connolly et al.

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    The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective,behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning.

    Antonaci, A. Aspects of a field experience in Entrepreneurship Education. E-learning papers, 41,. After framing the concept of Entrepreneurship Education in the European context, the paper briefly describes the eSG project by focusing on the field experiment conducted in Italy. The theoretical model devised and adopted in the experiment is outlined. Novel 3D Game - like Applications driven by body interactions for learning specific forms of Intangible Cultural Heritage. A core part of this platform consists of game-like applications able to support teaching and learning processes in the ICH field.

    We have designed and developed four game-like applications for Human Beat Box singing, Tsamiko dancing, pottery making and contemporary music composition , each corresponding to one of the ICH use cases of i-Treasures project. A first preliminary version of these applications is currently available for further validation, evaluation and demonstration within the project. Alivizatou, M, Dagnino, F.

    International Journal of Heritage in the Digital Era, 4 1 , ABSTRACT: The issue of protection and promotion of cultural heritage has become a central topic of European and international cultural policy, especially in recent decades. The i-Treasures project looks at some of these intangible cultural expressions with the aim not only of preserving them, but also of providing innovative solutions to education in this field.

    In order to do this, the project explores the potential of cutting-edge technologies for capturing the specificities of the considered Intangible Cultural Heritage ICH expressions, analyzing and modeling data and making these resources available for preservation, research and educational purposes. With this aim an open and extendable platform is developed in the project framework.

    This paper deals with the process of user and system requirements definition and explains how this was necessarily influenced by the specificities of the ICH expressions considered. This process encompassed the identification of the specificities of rare traditional know-how, the discovery of the existing teaching and learning practices and finally the identification of the most cutting edge technologies able to support innovative teaching and learning approaches to ICH.

    Ravicchio, F. Formazione in rete, teleworking e inclusione lavorativa. Mappe concettuali, flussi di conoscenza e sviluppo professionale permanente. Form re, 15 2 , This is because the brain recognizes the virtual world as real and this facilitates the transfer of the newly acquired skills to the real world. In this paper, we present a game that has been designed and developed with the aim of teaching spatial orientation abilities to teenagers with mild intellectual impairments.

    In particular, the game focuses on the training of two basic skills: perspective taking and mental rotation. The game, which takes place in a virtual environment, shows the player a scene with some objects on the table. The player has to choose among four provided alternatives, the one that shows how the scene would look like from a different side of the table. The game was first developed to be used with either a desktop pc monitor or an interactive touch table.

    In this case, a virtual world is represented, but the player is not completely immersed in it, he just looks at the scene from outside. A second version of the same game has then been developed using a Head Mounted Display HMD , which makes the player feel immersed in the virtual environment, where he can freely move around just as if it was real.

    In this paper, we discuss both advantages and disadvantages of the immersive Virtual Reality VR compared to the desktop VR. On the other hand, using a HMD can be tiring and cause sickness to some players. Furthermore, the presence of a complete environment in which to move and explore, can draw the attention away from the main task of the game and therefore influence learning negatively.

    Experiments are planned to verify the foreseen advantages and disadvantages involving young adults with mild intellective disabilities. Da e-learning a VR-learning: un esempio di learning in realt virtuale immersiva. Spazi ibridi di apprendimento per una didattica always-on.

    Tecnologie di rete, formazione e inclusione lavorativa in modalit smart work. Verranno illustrati gli elementi principali individuati per la costruzione di un modello di inclusione professionale tramite lavoro a distanza. Formazione formatori sullo smart working per disabili: come valutarne le ricadute. TD - Tecnologie Didattiche, 23 2 , International Journal of Technology and Inclusive Education, Hybrid spaces are dynamic spaces generated by constant connectivity, which transparently integrates remote contexts into those we are actually experiencing at that moment.

    And it is precisely the concept of the hybrid learning space that the TRIS project is focussed on, its aim being educational inclusion of students who have difficulty in attending school regularly due to specific invalidating illnesses. ABSTRACT: Dementia is one of the main causes of dependency for old people in the world, and, according to several studies, the number of people affected by such a problem is bound to grow significantly in future. This represents a high social cost. Memory loss and disorientation to space and time are among the most common problems in the early stages of dementia, causing worry in caregivers and consequently social isolation for the people involved.

    A mobile system in support of the autonomous mobility around town would offer a double advantage: allowing for more independence of the dementia affected people and reassuring caregivers. In this paper, we discuss the possibility of adapting an existing mobile system, developed for intellectually impaired young adults, to these specific target users. We identify in the errorless learning approach a possible method to support the learning of a new, technologically based system accessible to people with mild dementia, highlighting some potential issues that still need further investigation, in particular learning transfer and spontaneous use.

    Proceedings of the 5th International Conference on Digital Health , The platform is meant to address the needs of people with intellectual disabilities; it is oriented to support and enhance their autonomy and in particular their mobility in urban environments, and can be regarded as an innovative assistive technology. The platform is a concrete instance of how cuttingedge ICT technologies can act as assistive technologies to empower e-inclusion. Maina M. Sense Publishers. ABSTRACT: One of the core activities teachers perform as part of their professional practice is conceptual preparation of educational interventions of whatever type and at whatever level of granularity: single learning opportunities and activities, sequences, lessons, units, modules, courses or even whole programmes.

    A longstanding pillar in the constant quest for didactical efficacy, this preparation and planning is a field of study in its own right that is attracting renewed attention. This is thanks in large part to innovation brought about by the use of digital technologies throughout the educational sphere. The field is known by various names but perhaps the most commonly adopted, at least in Europe, is learning design LD. This fast evolving field has become quite broad in scope and is now characterised by considerable diversity and complexity.

    For many, this rapid development is disorienting, making the field somewhat difficult to get to grips with. In an effort to address these challenges, and to contribute to a more systematic view of the field and its multitude of facets, this contribution illustrates and explains learning design in terms of one of its central tenants, namely design representations and tools. The chapter illustrates a set of different representation types and tools and proposes a multidimensional framework for positioning different approaches to learning design.

    Educational Technology, 55 3 , It will thus describe the model worked out for evaluation of the training program conceived for the vocational educators, a sort of transversal model comprising formal, non-formal and informal learning dimensions. Cucchiara, S. British Journal of Educational Technologies, 46 3 , In order to identify trends, gaps and criticalities related to the methodological approaches of this emerging field of research, we analyzed 60 papers selected across four relevant scientific databases plus one journal in the sector of eLearning that published a special issue on this topic.

    The emerging picture is that of a research field in its infancy, heavily relying on theoretical research and case studies, which is just beginning to identify suitable methods to deal with large cohorts of learners, very large amounts of data and new ways of learning.

    The state-of-the-art is also quite fragmentary, due to the different epistemological and ontological conceptions of the authors of the papers about the nature of the issues faced and the way they should be studied. In this paper, we compare the problems related to the definition of the methodological approaches in this research field with the Greek myth of Proteus, the elusive, multiform divinity whose wisdom would only be revealed to those capable of catching him.

    We therefore advocate the need for catching Proteus, that is, better identifying and choosing the methodological approaches for MOOC research as a condition for its development. British journal of educational technology Print , 46 2 , ABSTRACT: This paper proposes an analysis of current research in learning design LD , a field aiming to improve the quality of educational interventions by supporting their design and fostering the sharing and reuse of innovative practices among educators. This research area, at the moment, focuses on three main strands: the representations that can be used as a common language to communicate about pedagogical plans and other half-fabricates of the design process, the methodological approaches to LD and the tools that support the LD process.

    For each of the three strands, the current landscape is discussed, pointing at open issues and indicating future research perspectives, with particular attention to the contribution that learning analytics can make to transform LD from a craft, based on experience, intuition and tacit knowledge, into a mature research area, grounded on data concerning the learning process and hence supporting enquiry while teachers design, run and evaluate the learning process.

    Networked interaction to stimulate reflection, argumentation and synthesis. Poce, Indivisualisation of the learning message in adaptive environments, Bearing all this in mind, the key issues now become: how to achieve the most fruitful combination of the potential tools of Networked Collaborative Learning NCL and written online communication? How to channel them towards the achievement of the declared goals of a specific training course?

    How to organise collaborative interaction so that it is stimulating and at the same time productive of reflection, argumentation and synthesis in the students? Serious Games design: reflections from an experience in the field of Intangible Cultural Heritage education. In i-Treasures a collection of Serious Games has been developed addressing four relevant ICH areas: singing, dancing, craftsmanship and music composition.

    So far one game for each of the four areas has been developed; the ultimate aim of the games is making learning and transmission of specific ICH expressions namely Tsamiko dance, human beat box, pottery, contemporary music composition more motivating, engaging and, ultimately, effective. Starting from the concept of pedagogy-driven game design, the main pedagogical choices adopted are outlined. Further considerations on the overall design process are also proposed by focusing, in particular, on the need for engaging in a collaborative work a variety of professionals in the case partners of the project with different expertise, skills and background.

    Nata, Progress in Education, Volume 35, The aim of this contribution is to illustrate how these spaces have gained increasing importance in pedagogy, and to examine the risks of an over-simplistic, reductive interpretation of the Bring Your Own Device BYOD approach. Thus there will be a discussion of the pedagogical, teaching and instructional design aspects of an educational process which is destined to develop more and more in hybrid learning spaces, and where the real and virtual blend together, losing their separate connotations.

    Examples from university experiences will be presented to illustrate the close interdependence of these aspects. L'interazione collaborativa in rete per stimolare la riflessione, l'argomentazione e la sintesi. Poce, Individualizzazione del messaggio di apprendimento in ambiente adattivo, Come canalizzarle verso il raggiungimento degli obiettivi dichiarati di uno specifico intervento formativo?

    Lavorare per competenze - Videolezione 3

    Freina, L. Two different kinds of VR can be identified: non-immersive and immersive. The former is a computer-based environment that can simulate places in the real or imagined worlds; the latter takes the idea even further by giving the perception of being physically present in the non-physical world. While non-immersive VR can be based on a standard computer, immersive VR is still evolving as the needed devices are becoming more user friendly and economically accessible. In the past, there was a major difficulty about using equipment such as a helmet with goggles, while now new devices are being developed to make usability better for the user.

    VR, which is based on three basic principles: Immersion, Interaction, and User involvement with the environment and narrative, offers a very high potential in education by making learning more motivating and engaging. Up to now, the use of immersive-VR in educational games has been limited due to high prices of the devices and their limited usability. Now new tools like the commercial "Oculus Rift", make it possible to access immersive-VR in lots of educational situations.

    This paper reports a survey on the scientific literature on the advantages and potentials in the use of Immersive Virtual Reality in Education in the last two years It shows how VR in general, and immersive VR in particular, has been used mostly for adult training in special situations or for university students. It then focuses on the possible advantages and drawbacks of its use in education with reference to different classes of users like children and some kinds of cognitive disabilities with particular reference.

    Hybrid Learning Spaces for the socio-educational inclusion of homebound students. Shoniregun and G. Infonomics Society. Spazi ibridi di apprendimento e inclusione socio-educativa. Adorni, M. Coccoli e F. Verranno riportati i primi risultati di un progetto sperimentale orientato allo specifico problema. Catalano, C. The primary aim of the initiative was to investigate the integration of Serious Games-based learning environments in the school study of humanities subjects. In this regard, the paper outlines the sequence of deployed pilot activities, which was shaped with the intention of responding to the needs of all the participants involved - researchers, educators and learners.

    This approach is inspired by the principles of design-based research, as illustrated in the strategies adopted both for piloting activities and data gathering. The paper reports the outcome of these and considers some implications of the adopted approach both for SG deployment in formal education and for implementation of experimental SG pilots of this kind. Una variante del modello di Kirkpatrick applicata alla valutazione dei programmi formativi per formatori professionali.

    Il progetto TRIS e l'inclusione socio-educativa degli studenti impossibilitati alla normale frequenza scolastica. Dovigo, C. Favella, F. Gasparini, A. Pietrocarlo, V. Rocco e E. Universita' degli Studi di Bergamo. Per loro si rende necessario lo studio e la messa a punto di nuovi modelli di scolarizzazione basati su un uso regolare e metodico delle nuove tecnologie dell'informazione e della comunicazione, e questo non solo per favorire la gestione del processo di insegnamento-apprendimento, ma anche la comunicazione fra i soggetti a contatto del giovane insegnanti, compagni di classe, genitori, personale sanitario e fra gli stessi insegnanti che nelle diverse discipline e nei diversi anni scolari avranno cura di seguire il suo percorso di studi.

    Di qui l'esigenza di approfondire in modo scientifico-sperimentale le variabili del problema e di definire un modello sostenibile di didattica inclusiva che tenga conto sia dello status dello studente, sia del ruolo che hanno le reti sociali che lo vedono al centro. Caponetto, I This paper presents a case study conducted in the context of MAGICAL Making Games in Collaboration for Learning a research project aimed at introducing game-making in formal education as an innovative educational approach.

    In the framework of this project, a specific game-making environment called MAGOS was designed, developed and deployed in different educational contexts with a variety of learners. His pathology affects, in particular, the visual apparatus, with reduced visual acuity, sensitivity to light and nystagmus. As well as all sight-impaired students, he has particular and unique visual needs and in order to adopt educational tools and fully benefit from them he requires specific adaptations as an instance, G. The experimental setting was situated at a regular session room of Chiossone Rehabilitation Centre, with a desk and PC equipped with specific hardware devices.

    The individual sessions were mainly guided by the rehab professional, assisted by a researcher observing and providing support, if and when needed. In this paper, the usability of the MAGOS educational game-making interface is discussed in respect to the needs of this specific child. Some general considerations are also drawn about the features that make an ICT environment more or less appropriate to students with sight impairments and about the general suitability of game-making activities for students with this kind of disability.

    Technology Enhanced Visit to Museums. A Case Study: "Keys to Rome". In fact, the general idea about museums is that they are locations merely devoted to the exposition of artifacts and showcases, places considered as boring and uncommunicative, far away from our everyday life.

    Second, we evaluated the pedagogical potentiality of these technological applications for further researches with schools. In this context technology plays a very important role: with augmented reality applications, natural interactions, serious games, virtual reconstructions, holographic displays, it contributes to create an innovative environment that helps the users in understanding, enhancing and developing their level of immersion and finally the experience as a whole.

    Therefore, thanks to technology visitors do not step into a regular museum but they can travel through time and space in a virtual - and virtuous - visit of the Past. Costa, F. Cognitive development is usually delayed and learning difficulties persist throughout life. Typically, individuals with Down syndrome tend to have difficulty in abstraction, generalization and, in particular, with short-term memory.

    They often seem to forget learned skills from one day to the next, as previous learning is often not transferred to future experiences. This is a problem in every learning context, including mobility. Nevertheless, a large number of people with the Down syndrome can reach a good level of independence; many have a job and can move by themselves along known paths in town. These skills are traditionally learnt through a long training performed by expert educators in a face-to-face situation.

    Within the Smart Angel project, a system based on cloud computing technologies and geolocation systems both satellite and terrestrial has been developed. The target users find in their Smart Phones a guardian angel that quietly supports them in their everyday life and is always ready to help in case of need. They can move freely around town knowing that, if needed, help can be asked at any time. Furthermore, the system supports specific activities where the users typically have difficulty as, for example, time management.

    The Smart Angel system offers the users the possibility to learn the new paths in town by actually moving along them, avoiding the use of maps, which require a certain amount of abstraction. Researches have demonstrated that scaffolding helps learners with Down syndrome in their learning process by easing the burden of the short-term memory. Educators and families are often overprotective and underestimate the possessed abilities. They can therefore experiment the newly learnt skills and further develop them by moving autonomously and discovering new areas in town.

    Should unforeseen situations arise, they will be managed by the users with the immediate assistance of his educator. This gives the educators a better and more complete understanding of the real level of ability reached by the users allowing them to decide how much support is needed by the single learner. The transmission of some cultural expressions, like rare traditional singing or dancing, is more related to the acquisition of procedural knowledge i. Grounded on the research results in Game Based Learning and on the opportunity offered by cutting-edge sensor technologies, the i-Treasures project exploits the interesting potential of Serious Games in the ICH field.

    As a matter of fact, the capacity of games to train motor skills and to support sensorimotor learning, together with their ability to enhance engagement and motivation, are the main elements at the heart of our choice. In the paper, we discuss in depth the theoretical rationale behind the adoption of Serious Games i-Treasures, also in the light of their current use in Cultural Heritage Education. Furthermore, the paper describes the main game design principles adopted by the i-Treasures project to address the specificities of various artistic expressions and and to make the games sound and effective tools to support practice and learning.

    Manca, S. Students' Perspectives and Empowerment. ABSTRACT: In recent years, interest in the potential of social media and social networking sites for young people's participation in public spaces has gained momentum. These media have been seen as adequate to support the development of participatory culture. However, some studies have questioned their participatory power and demonstrated that online participatory culture is still at an early stage.

    This chapter reports on a study involving Italian youths with the aim of presenting the development of an instrument to evaluate participatory attitudes of teens ePAAA, Assessing Adolescents' Attitudes towards e-Participation and advance in our knowledge of how young people are appropriating social media. In the first part, the theoretical background is illustrated focusing on the different forms of participation and content creation, the notion of civic engagement and the role of social media.

    In the second part, the characteristics of the tool are described and the results of its administration are discussed, while considering its implications for education and citizenship. Indeed, since there are no deterministic links between social media usage and active engagement, the main conclusion of the chapter is that education, especially media education, should play a major role in supporting adolescents' civic engagement and empowerment. Iodice, M.