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

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 laboratory students have knowledge to understand the basic structure of Internet, the most important tool of the World Wide Web (e-mail, instant messaging, social networking, ...) and the debate on the knowledge and network society; they are also able to use ICT to find, assess, produce, present and exchange information and to communicate and participate to collaborative networks on Internet; they can analyze and evaluate critically tools and technologies for teaching and learning; they are able to use ICT for critical thinking, creativity and innovation; they are able to use ICT to design, document, monitor and assess activities.

Course contents

Erasmus students can contact the teacher to get more information: labs are in Italian, so it is fundamental to have at least a level B1 in Italian. Each lab is 24 hours and you must attend all lectures (max 4 hours of absence; attendance at the first lesson is mandatory).

The lab aims to introduce students to a thoughtful and informed engagement with video games as a medium that can be leveraged for educational, didactic and outreach purposes. Beginning with a general overview of the history and evolution of video games, the course will explore the specific language of the medium and examine how games can effectively convey cultural, historical, local and social content, placing particular emphasis on the concept of tangential learning.

Participants will engage with selected case studies and take part in practical and creative exercises, alongside collaborative gameplay sessions designed to foster critical reflection and discussion.

The goal is not only to familiarize participants with a medium that is increasingly present in our everyday lives (in Italy alone, according to 2024 data, approximately 14 million people play video games), but also to explore how video games can serve as meaningful educational tools. The workshop emphasizes the potential of games to engage diverse audiences across age groups and backgrounds, and to operate in dialogue with other media within inclusive learning environments.

Readings/Bibliography

Teacher will give you recommended reading and other contents to study in digital form.

Teaching methods

This is a laboratory with practical exercises to be done during lectures and at home. It is recommended to follow the instructions of the teacher in order to obtain the "idoneità" (final evaluation). In particular, you will work individually and in small group.

As concerns the teaching methods of this course unit, all students must attend Module 1, 2 on Health and Safety online

Assessment methods

This Laboratory does not have grade, but "idoneità" (pass/fail evaluation).

Each lab is made of 3 ECTS: there are 24 hours in presence (8 hours for each ECTS) and 51 hours of individual study (each ECTS is 25 hours).

To get the "Idoneità" (final evaluation) students must attend all 24 hours (with active participation) and provide all assignments request.

Teaching tools

The teacher uses his own slides (see Insegnamenti Online).

Lectures are usually in the computer lab with pc and interactive whiteboard.

It is recommended to have a pc/laptop for the assignments to be done at home.

Students with DSA or disabilities: it is recommended that they contact the responsible University office as soon as possible. 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, considering the teaching objectives.

Office hours

See the website of Andrea Dresseno

SDGs

Quality education Gender equality Partnerships for the goals

This teaching activity contributes to the achievement of the Sustainable Development Goals of the UN 2030 Agenda.