The social divide represented by the period spanned by the Covid -19 pandemic has revealed a rather complex and problematic picture of inequalities in access and digital, technological literacy in our country (Save the Children, 2023; Open Polis, 2020). Moreover, it has revealed an educational poverty that implies digital inequalities in the opportunities and abilities for critical, aware, and creative use of all digital media. Addressing this educational need is the "Press Start To Learn – Video Game Literacy Paths in Schools" action-research training project, carried out during the 2022/2023 school year in four upper secondary schools. Promoted by the partnership between the IVIPRO association (Italian Videogame Program) and the Department of Educational Sciences "G.M. Bertin" of the University of Bologna, and realized within the National Cinema and School Images Plan promoted by MiC - Ministry of Culture and MIM - Ministry of Education and Merit, the project aimed to experiment with the potential and meanings of video games as cultural media and tools for complex and cross-disciplinary learning, including the promotion of cultural heritage, both tangible and intangible.

Lo spartiacque sociale rappresentato dal periodo attraversato dalla pandemia da Covid -19 ha messo in luce una fotografia alquanto complessa e problematica di disuguaglianze di accesso e di alfabetizzazione digitale, tecnologica presente sul nostro territorio nazionale (Save the Children, 2023; Open Polis, 2020). Non solo, ma è emersa una povertà educativa che implica disuguaglianze digitali anche nelle possibilità e nelle capacità critiche, consapevoli e creative d’uso di tutti i media digitali. In questa necessità educativa si inserisce il progetto di ricerca-azione formativa “Press Start To Learn - Percorsi di alfabetizzazione videoludica nelle scuole” realizzato nell’A.S. 2022/2023 in quattro scuole secondarie di secondo grado. Promosso dal partenariato tra l’associazione IVIPRO (Italian Videogame Program) e il Dipartimento di Scienze dell’Educazione “G.M. Bertin” dell’Università di Bologna, realizzato nell’ambito del Piano Nazionale Cinema e Immagini per la Scuola promosso da MiC - Ministero della Cultura e MIM - Ministero dell'Istruzione e del Merito, il progetto ha inteso sperimentare le potenzialità e i significati del videogioco come media culturale e di apprendimenti complessi e trasversali alle discipline scolastiche, anche per la promozione del patrimonio culturale, materiale e immateriale.

R. Nardone (2024). Videogames and Cultural Heritage : Understanding videogames at school through education and experience. Q-TIMES WEBMAGAZINE, 16(3), 657-679.

Videogames and Cultural Heritage : Understanding videogames at school through education and experience

R. Nardone
2024

Abstract

The social divide represented by the period spanned by the Covid -19 pandemic has revealed a rather complex and problematic picture of inequalities in access and digital, technological literacy in our country (Save the Children, 2023; Open Polis, 2020). Moreover, it has revealed an educational poverty that implies digital inequalities in the opportunities and abilities for critical, aware, and creative use of all digital media. Addressing this educational need is the "Press Start To Learn – Video Game Literacy Paths in Schools" action-research training project, carried out during the 2022/2023 school year in four upper secondary schools. Promoted by the partnership between the IVIPRO association (Italian Videogame Program) and the Department of Educational Sciences "G.M. Bertin" of the University of Bologna, and realized within the National Cinema and School Images Plan promoted by MiC - Ministry of Culture and MIM - Ministry of Education and Merit, the project aimed to experiment with the potential and meanings of video games as cultural media and tools for complex and cross-disciplinary learning, including the promotion of cultural heritage, both tangible and intangible.
2024
R. Nardone (2024). Videogames and Cultural Heritage : Understanding videogames at school through education and experience. Q-TIMES WEBMAGAZINE, 16(3), 657-679.
R. Nardone
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/981159
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