ZOOTEAMS, a Serious Game for Edutainment and Collaborative Learning

Authors

  • Marco Diella Psychologist and Psychotherapist in training, Trainer Consultant.
  • Francesca Fusco Sociologist, organisational development and training expert
  • Marco Vitiello Occupational psychologist HR expert consultant, Founder Studio Saperessere.

DOI:

https://doi.org/10.61007/QdC.2022.3.84

Keywords:

gamification, serious games, edutainement

Abstract

Our project is based on two distinct but integrated methodologies that have found in the pandemic context and in the immediate aftermath the opportunity to originate and consolidate into an e-learning training model based on: Gamification and Serious Games.

Gamification refers to the use of game design elements in non-game contexts (Deterding et al., 2011). Gamification in education involves the use of a different and more stimulating teaching logic or directly of a game within the classroom to increase school or university performance and engage students. The Serious Game (SG), as a gamification tool, can be applied in any context and has the capacity to make many of the learning and training methods we know today obsolete.

References

Bergeron, B. (2006). Developing Serious Games. Game Development Series. Charles River Media.

Bandura, A. & Walters, R. H. (1977). Social learning theory (Vol. 1). Prentice Hall: Englewood Cliffs.

Comoglio, M. & Cardoso, M. A. (2006). Insegnare e apprendere in gruppo: Il Cooperative Learning. LAS.

Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).

Maestri, A., Polsinelli, P. & Sassoon, J. (2018). Giochi da prendere sul serio: Gamification, storytelling e game design. Franco Angeli, Milano.

Mastromarino, R. (2013). La gestione dei gruppi. Le competenze per gestire e facilitare i processi di gruppo. Franco Angeli, Milano.

Patti, I. (2018). Serious Game Design: storia e teorie sull’esperienza ludica applicata. Serious Game Design, 1-126.

Prensky, M. (2007). How to teach with technology: Keeping both teachers and students comfortable in an era of exponential change. Emerging technologies for learning, 2(4), 40-46.

Schein, E. H. & Schein, A. P. (2021). Culture d’impresa: come affrontare con successo le transizioni ei cambiamenti organizzativi. Raffaello Cortina, Milano.

Sitografia

https://miro.com/it/.

https://www.projectfun.it/basi-gamification/definizione-gamification/.

https://www.projectfun.it/serious-game/guida/.

http://indiciaconsulting.com/downloads/Games-for-Grownups-Climate-Change-Edition.pdf.

Published

2022-12-15

How to Cite

Diella, M., Fusco, F., & Vitiello, M. (2022). ZOOTEAMS, a Serious Game for Edutainment and Collaborative Learning. Community Notebook. People, Education and Welfare in the Society 5.0, (3), 47–54. https://doi.org/10.61007/QdC.2022.3.84