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Digital Environment for Literacy and Future Education. A Pilot Experience of Serious Game Co-design

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Methodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference (MIS4TEL 2022)

Abstract

The quality of teaching and the digital skills of teachers and students are increasingly taking priority in contemporary society, especially if related to the need to fight against functional and emotional illiteracy and unequal access to education. These areas of intervention are the objective of the DIG4LIFE - DIGital Environment for LIteracy and Future Education research-action project, which is co-founded by the Erasmus+ programme.

The project team has created a Serious Game by translating the DigComp 2.1 framework into an interactive digital simulation to support teachers in the assessment and training of students’ digital skills and digital maturity through a gamified learning strategy. DIG4LIFE Serious Game (SG) is the concrete result of a highly structured Co-Design process that involves teams of teachers in 6 different countries. SG, which has been created ad hoc for the project, offers high school teachers the opportunity to use an engaging tool with students that concretizes a methodological approach in line with nowadays educational needs and the intrinsic demand for digital maturity. Serious Games give the possibility of situating the content learned, thus allowing those involved in training/education/instruction to evaluate the level of knowledge, know-how and mindset with respect to the subject/topic dealt with, as well as to train digital skills and digital maturity. The paper describes the process of co-design of the DIG4LIFE Serious game, which effectively becomes an “object to think with” and concrete opportunities for co-design and collaboration between teachers, trainers and students.

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Notes

  1. 1.

    The pilot episode on “Digital safety” is available at: https://www.entropylearningplatform.it/seriousgames/dig4life_it/pagine/lo.htm.

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Correspondence to Maria Chiara De Angelis .

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Capogna, S. et al. (2023). Digital Environment for Literacy and Future Education. A Pilot Experience of Serious Game Co-design. In: Temperini, M., et al. Methodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference. MIS4TEL 2022. Lecture Notes in Networks and Systems, vol 580. Springer, Cham. https://doi.org/10.1007/978-3-031-20617-7_18

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