ELEMENTI DI GIOCO IN CLASSE: IL RUOLO DELLA SFIDA E DELLA TECNOLOGIA
Contenuto principale dell'articolo
Abstract
L’articolo illustra una metodologia didattica che applica i meccanismi motivazionali del gioco per cercare di superare il diffuso disinteresse degli studenti e rendere coinvolgente l’apprendimento a scuola. È dettagliato un ciclo di apprendimento che promuove un processo di innovazione lungo tre dimensioni: dalla didattica deduttiva a quella induttiva; dalla didattica trasmissiva a quella costruttivista; da una valutazione sommativa a una formativa. Vengono forniti e discussi alcuni esempi concreti di attività didattiche. Infine sono presentati i risultati relativi alle implicazioni motivazionali della metodologia emersi da uno studio quasi-sperimentale condotto in una scuola secondaria di secondo grado. Lo studio ha messo a confronto due classi, sperimentale e di controllo, in relazione alle seguenti variabili: motivazione ad apprendere, bisogni psicologici fondamentali e supporto all’autonomia. I risultati evidenziano come nel confronto si riscontrino differenze significative sulle variabili analizzate, suggerendo che la metodologia proposta possa essere efficace nel determinare cambiamenti positivi nelle dinamiche motivazionali.
Dettagli dell'articolo
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