Our research was born with the objective of evaluating the level of gamification of high schools in Italy, specifically for mathematics, and the use of the serious game of chess as a resource for learning this discipline. The methodology is a mixed design, based on the combination of quantitative and qualitative techniques. Regarding the quantitative design, the instrument used was a questionnaire filled out by 4845 adolescents living in Italy. The qualitative methodology has focused on the analysis of the discourse of 12 in-depth interviews with mathematics teachers from high schools. Among the main results, we found that teachers, although unconsciously, apply gamification in classrooms (without having had any training about it) and, despite recognizing the mathematical benefits of chess, they do not use this game as a serious game. Our study confirms that gamification deserves more because of the benefits it brings, especially for a subject that scares students and demands greater motivation.
Writing presents language in the way we think and process it: with its rigorous grammar, its defined semantics and its articulated syntax. We equally know that thanks to writing logical and reflective thinking is born. We are still in that great digital movement that started with orality and that currently cohabitates with other ways of communication: sounds, icons… This environment has been increased with other codes and languages. The new reading and writing ways already developed in an educational and training context, do not cancel their original functions and meanings, but rather do expand their borders. Therefore in a social setting and background that develops quickly, as Italo Calvino meant when referring to literature, it is key to know electronic media, this with the aim of knowing them and using them through competences. It is precisely because of this that it is necessary to practice further analysis on the terms involved in a scientific and crosscurricular realm.
Literature highlights how education in the twenty-first century begins to advocate multiple new concepts, such as new technology, new pedagogies, interdisciplinary curricula, open learning, etc. Among these concepts, the recognition and awareness about one’s character strengths are demonstrated to improve emotional management and individual/group’s quality of life. We studied three fifth-grade Italian classes using an emerging educational model called IARA to verify if it can truly improve emotional literacy, characters strengths awareness, and cohesion in ten-years children. To demonstrate its efficacy, we used Bloom’s Taxonomy and Sociogrammatic study. We proved that the IARA could be an efficient model to improve one’s character strengths and class milieu awareness.
For over ten years we talk about electronic book, e-text, eBook and digital skills are the same things as in contents, applications, and software. From Prensky in 2001 has begun the new "fear" as McLuhan had already explained in the Seventies, and from this year the educators, teachers, publishers and writers think that machines won their skills and professionalism. The research on this topic has already been closed with first results with young primary school students. Has been made a qualitative questionnaire, unique in its kind and effective to evaluate the "digital natives" of the 21st century. The theme explored is the use and knowledge of the eBooks in an educational setting Primary School, assessing the actual existence of the electronic media, and the interest in new digital capture readers. From the methodology of Bloom's theory (1956), the questionnaire, and the entire research influence the area of education and learning to be (Rosati, 2004) to evaluate the new electronic media. It has come to understand as this spread, especially understood the possible use of new tools for reading, and the possible development of new forms of reads and writes (Martos-Núñez y Campos Fernández-Fígares, 2013) in teaching and educational area. The results allow reading reality native with a critical, reasonable, and technologically competent look. Research enables develop new educational ideas, and learning models through electronic technology that continues to change the habits of the various actors of the educational reality, and making a difference in the complex narrative-textual.RESUMENDesde más de diez años se habla de libro electrónico, e-text, eBook y de competencias digitales como sean las mismas cosas, en contenidos, usos, aplicaciones. A partir de Prensky en el 2001 ha empezado el nuevo “miedo”, como ya había explicado McLuhan en los años Setenta, así de este año los educadores, profesores, editoriales y escritores piensan que las maquinas ganaran sus competencias y profesionalidad. La investigación sobre este tema, ya se ha cerrado con unos primeros resultados con jóvenes estudiantes de educación primaria. Se ha realizado un cuestionario único en su genero, y eficaz para evaluar los nativos digitales del siglo XXI. El tema explorado es lo del uso y conocimiento de los eBooks en un entorno educativo, valorando la aplicación efectiva de los media electrónicos, y del interés que capturan en los nuevos lectores digitales. A partir de la metodología propia de la teoría de Bloom (1956), el cuestionario, y la entera investigación gravitan en el área de la educación y del aprender a ser (Rosati, 2004) para evaluar los nuevos medios electrónicos. Se ha logrado averiguar cuanto esta difundido, y sobre todo entendido el uso de las nuevas herramientas para leer, y el posible desarrollo de nuevas formas de lecturas y escrituras (Martos-Núñez y Campos Fernández-Fígares, 2013) en área pedagógica y educativa. Los resultados obtenidos permiten leer la realidad de los nativos con una mirada critica, razonable, y competente a nivel tecnológico. La investigación permite desarrollar nuevas ideas educativas, y modelos de aprendizaje a través de la tecnología electrónica, que sigue modificando las costumbres de los varios actores de la realidad educativa, y logrando un cambio del complejo tejido narrativo-textual.
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