Published March 31, 2015
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Serious Gaming, Gamification and Game making: new avenues towards learning innovation?
Description
This talk, held by the author during the conference EDUCA Berlin 2013 in the framework of the workshop on learning innovation by EACEA, tackles the issue of the educational added value of Serious games
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References
- Bottino, R. M., Ott, M., & Tavella, M. (2008). The impact of mind game playing on children's reasoning abilities: reflections from an experience. In: Proceedings of the 2nd European Conference on game based learning (ECGBL), (pp.51-57) Academic Conferences-Academic Publishing International, Reading, UK
- Bottino, R. M., Ott, M., & Benigno, V. (2009) Digital mind games: experience-based reflections on design and interface features supporting the development of reasoning skills In Pivec, M (ed.) Proceedings of the 3rd European Conference on game based learning (ECGBL) (pp. 53-61). Academic Conferences-Academic Publishing International, Reading, UK
- Bellotti, F., Berta, R., De Gloria, A., Lavagnino, E., Dagnino, F. M., Ott, M., Romero, M,. Usart, M., Mayer, I.S., Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games, Procedia Computer Science, Volume 15, 2012, Pages 174-186
- Bellotti, F.; Berta, R.; De Gloria, A.; Lavagnino, E.; Dagnino, F.M.; Antonaci, A.; Ott, M., "A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students," Advanced Learning Technologies (ICALT), 2013 IEEE 13th International Conference on , vol., no., pp.31,32, 15-18 July 2013
- Bottino, R. M., Earp, J., & Ott, M. (2012, July). MAGICAL: Collaborative Game Building as a Means to Foster Reasoning Abilities and Creativity. In Advanced Learning Technologies (ICALT), 2012 IEEE 12th International Conference on (pp. 744-745). IEEE.
- Morchio, B., Ott, M., & Pesenti, E. (1989). The Italian language: developmental reading and writing problems. In Reading and writing disorders in different orthographic systems (pp. 143-161). Springer Netherlands.
- Dini, S., Ferlino, L., Gettani, A., Martinoli, C., & Ott, M. (2007). Educational software and low vision students: evaluating accessibility factors. Universal Access in the Information Society, 6(1), 15-29.
- Earp, J., Dagnino, F. M., Ott , M. (2012) INVESTIGATING THE “MAGICAL” EFFECTS OF GAME BUILDING ON THE DEVELOPMENT OF 21ST CENTURY SKILLS ProceedingsICERI2012, pp 5778-5785