In the framework of the DoCENT project (Digital Creativity ENhanced in Teacher education) co-funded by the Erasmus+ programme of the European Union, the authors developed a serious game, based on role playing game methodology. The paper shows the structure of the game with particular results on the management of feedback for the teachers derived from an adaptive tutoring system. The teacher has the possibility to interact with a classroom in a virtual and safe environment and could train the teaching of digital creativity in a real context. In the paper the authors describe the DoCENT game developed on the pedagogical framework of digital creativity, a set of six different students' competences areas. The game includes different scenarios designed in order to cover all the competence areas and train the teacher on each aspect and that cover different digital creativity activities, namely: 1) coding activities for children (i.e. Scratch), 2) tangible user interfaces applications, 3) STEM application with digital interfaces. the feedbacks.

The DoCENT role play game: A tool for the training og the digital creativity for teachers

Di Fuccio R.
Writing – Original Draft Preparation
;
2019-01-01

Abstract

In the framework of the DoCENT project (Digital Creativity ENhanced in Teacher education) co-funded by the Erasmus+ programme of the European Union, the authors developed a serious game, based on role playing game methodology. The paper shows the structure of the game with particular results on the management of feedback for the teachers derived from an adaptive tutoring system. The teacher has the possibility to interact with a classroom in a virtual and safe environment and could train the teaching of digital creativity in a real context. In the paper the authors describe the DoCENT game developed on the pedagogical framework of digital creativity, a set of six different students' competences areas. The game includes different scenarios designed in order to cover all the competence areas and train the teacher on each aspect and that cover different digital creativity activities, namely: 1) coding activities for children (i.e. Scratch), 2) tangible user interfaces applications, 3) STEM application with digital interfaces. the feedbacks.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11369/428466
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