Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
Michela Ponticorvo (),
Elena Dell’Aquila and
Raffaele Di Fuccio
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Michela Ponticorvo: Natural and Artificial Cognition Laboratory Orazio Miglino, Department of Humanistic Studies, University of Naples Federico II, 80133 Naples, Italy
Elena Dell’Aquila: Natural and Artificial Cognition Laboratory Orazio Miglino, Department of Humanistic Studies, University of Naples Federico II, 80133 Naples, Italy
Raffaele Di Fuccio: Department of Humanities, Literature, Cultural Heritage, Education Sciences, University of Foggia, 71122 Foggia, Italy
IJERPH, 2022, vol. 19, issue 17, 1-13
Abstract:
The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for assessment and training that overcome physical distancing due to COVID-19 in learning. We introduce some examples of these methodologies. The experiences and results represent a pool of resources for experiential learning in everyday educational practice and not merely for responding to emergencies caused by pandemics.
Keywords: technology enhanced learning; learning materials; serious games; hybrid materials (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
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Citations: View citations in EconPapers (1)
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