16692 - Computer Science Lab-based Course (G.L)

Academic Year 2025/2026

  • Teaching Mode: Traditional lectures
  • Campus: Bologna
  • Corso: First cycle degree programme (L) in Expert in Social and Cultural Education (cod. 5726)

Learning outcomes

At the end of the course, students will: - have the knowledge to understand the fundamental structure of the Internet as a packet-switched network and the main services offered by the World Wide Web, such as email, instant messaging, remote connections, the evolution of social network services or Web2, and the processes of searching for information on the Web; - also have basic knowledge of the use of spreadsheets (operations, functions, graphs) and database management (construction of tables, relationships, masks, and queries).

Course contents

Programme

The workshop aims to provide useful knowledge and tools for consciously and effectively integrating video games into educational practices.

The main objective is to promote a true video game culture, going beyond stereotypes, mistrust and widespread fears, and recognising video games as an artistic, cultural and economic phenomenon worthy of study and in-depth analysis.

During the course, students will learn how to identify and critically evaluate the different characteristics of video games: production models, gameplay specifics, player interaction dynamics, aesthetic and narrative quality, as well as the cultural representations conveyed. The aim is to provide criteria for selecting titles that are meaningful and consistent with specific educational objectives.

The workshop will also explore different pedagogical approaches to the use of video games in educational contexts:

  • Direct approach: to develop disciplinary and transversal skills through gaming experience;
  • Indirect approach: to stimulate students' interest, motivation and participation;
  • Critical/reflective approach: to promote conscious analysis of content and encourage critical thinking education;
  • Creative approach: to encourage personal expression, storytelling and playful design;
  • Clinical/therapeutic approach: to support psycho-physical well-being in specific situations.

Ultimately, the workshop aims to train educators to take on an active role as facilitators, capable of guiding children and young people towards a critical, responsible and creative use of video games. The intention is to transform the potential critical issues associated with the medium into educational opportunities for personal development and digital citizenship.

 

Important information

You must register using Almaesami. In order to register, you must be up to date with your university fees. The workshop timetables are published on the web page with the lesson timetables.

Students are required to enrol in only one workshop and to attend all the lessons scheduled for the chosen workshop (attendance is compulsory). We recommend that you read the workshop programme BEFORE enrolling!

Absences will only be allowed for serious and justified reasons for a maximum of 6 hours (25% of the total). In case of absences, it will be compulsory to carry out some catch-up activities.

 

IMPORTANT: Students who do not attend the first workshop meeting to confirm their attendance with the instructor will be automatically excluded from the workshop.

Those who believe they will be unable to attend the first workshop meeting are required to withdraw (before the registration deadline).

This is in order to:

- leave the place free for other students;

- have the opportunity to enrol in another workshop (simultaneous enrolment in more than one workshop will be prohibited).

 

IMPORTANT: for any communication and/or request for information, always refer to the teacher of the workshop you have chosen!

 

Erasmus students

Erasmus and exchange students are requested to contact the workshop teacher. Erasmus and exchange students are required to contact Prof. Soriani by email to verify the possibility of adding this workshop to their learning agreement.

Readings/Bibliography

Soriani, A. (2024). Vite Extra. Educare ad una cultura del videogioco. Junior.

Readings, texts and in-depth articles will be recommended to students during the workshop.

Teaching methods

The course is organised in a workshop format and includes:

  • work modules presented in class
  • exercises (individual and group) to be completed at home during the course
  • final exercise (to be completed individually or in groups)

Working groups can consist of up to 4 people.

Assessment methods

The Laboratory has an assessment that is expressed as suitability based on:

-active participation in the laboratory;

-student behaviour;

-punctuality in the delivery of papers, exercises, artefacts;

-quality of work produced according to specific criteria shared in the classroom by the laboratory teacher.

To obtain a pass, students must attend classes and actively participate in the activities proposed in person; they must also submit all the required exercises by the deadlines.

Please note that each 3-credit workshop includes 24 hours of in-person lessons (8 hours per credit) and 51 hours of individual study (each credit is worth a total of 25 hours). Therefore, simply attending the workshop will not be sufficient to obtain a grade; it will be necessary to complete all the required exercises.

Teaching tools

Multimedia and interactive presentations, exercises.

 

Students with learning disorders and\or temporary or permanent disabilities: please, contact the office responsible ( https://site.unibo.it/studenti-con-disabilita-e-dsa/en/for-students ) as soon as possible so that they can propose acceptable adjustments. The request for adaptation must be submitted in advance (15 days before the exam date) to the lecturer, who will assess the appropriateness of the adjustments, taking into account the teaching objectives.

Office hours

See the website of Alessandro Soriani