- Docente: Alessandro Soriani
- Credits: 3
- Language: Italian
- Teaching Mode: In-person learning (entirely or partially)
- Campus: Bologna
- Corso: Second cycle degree programme (LM) in Educational and Training Sciences for Work and Organizations (cod. 9273)
Learning outcomes
By the end of the workshop, the student: - is able to work independently in applying the specific techniques learnt, either on their own or as part of projects organised by institutions; - is able to discuss with others how to use and document the techniques learnt; - is able to apply the specific knowledge learnt to different types of service; - is able to assess the limitations and merits of the technical tools learnt; - be able to adapt the technologies learnt to different contexts, making personal modifications and additions.
Course contents
Today, play is one of the most effective strategies for promoting learning, engagement and skills development in educational, organisational and professional contexts. The evolution of board games, video games, digital simulations and gamification practices has expanded the possibilities for designing learning experiences capable of fostering active participation, problem-solving, collaboration and experiential learning.
The workshop aims to provide the knowledge and tools needed to design, analyse and evaluate learning experiences that integrate board games, video games and gamification strategies into initial, continuing and vocational training programmes.
Throughout the course, students will develop the skills to critically analyse the educational potential of different types of games, identifying the characteristics that make their use effective in relation to specific learning objectives, target audiences and organisational contexts.
Particular attention will be paid to the design of game-based learning environments, the evaluation of the effectiveness of the proposed experiences, and the integration of digital technologies and artificial intelligence in the personalisation of training programmes.
During the workshop, the main approaches to game-based design will be explored in depth:
- analysis and evaluation of the educational potential of commercial video games and serious games;
- design of training activities based on game-based learning;
- use of games and video games for the development of professional skills;
- analysis of the ethical, cultural and organisational implications of using games in educational contexts.
At the end of the workshop, each student will produce a digital project comprising a website, enriched with podcasts and video podcasts, presenting a critical re-examination of certain video games in relation to vocational training. Students will select significant titles, analyse their content and gameplay dynamics, and interpret them from a pedagogical and training perspective, communicating their findings through digital and multimedia formats.
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).
Readings/Bibliography
Soriani, A. (2024). Vite Extra. Educare ad una cultura del videogioco. Junior.
Further 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
- presentation and discussion of the materials produced
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.
POLICIES ON THE USE OF AI
With regard to assessment, limited, declared and non-substantial use of AI is permitted for support activities (sounds, images). Substantial use of AI to complete parts of the assessment is not permitted.
Teaching tools
Students are required to download the following software and try to run it on their laptops. If you encounter any problems, please do not hesitate to contact me.
Audio editing: Audacity
Video editing: Da Vinci Resolve, CapCut, ClipChamp or iMovie
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