Ohne Titel
The study presented here concerns the results obtained from the development and the experimentation of a didactic exergame realized by the University of Salerno. The aim of this exergame, called ́ʺGioco delle Formé, is to evaluate, measure and ́ʺtraiń, by means of a playful activity with a high degr...
Ausführliche Beschreibung
Autor*in: |
Di Tore, Stefano [verfasserIn] Aiello, Paola [verfasserIn] Di Gennaro, Diana Carmela [verfasserIn] Sibilio, Maurizio [verfasserIn] |
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Format: |
E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2013 |
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Umfang: |
1 Online-Ressource |
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Übergeordnetes Werk: |
Enthalten in: International journal of digital literacy and digital competence - Hershey, Pa : IGI Global, 2010, 4(2013), 1, Seite 19-35 |
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Übergeordnetes Werk: |
volume:4 ; year:2013 ; number:1 ; pages:19-35 |
Links: |
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DOI / URN: |
10.4018/jdldc.2013010103 |
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NLEJ251796485 |
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10.4018/jdldc.2013010103 doi (DE-627)NLEJ251796485 (VZGNL)10.4018/jdldc.2013010103 DE-627 ger DE-627 rakwb eng Di Tore, Stefano verfasserin aut 2013 1 Online-Ressource Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier The study presented here concerns the results obtained from the development and the experimentation of a didactic exergame realized by the University of Salerno. The aim of this exergame, called ́ʺGioco delle Formé, is to evaluate, measure and ́ʺtraiń, by means of a playful activity with a high degree of body involvement, the skills of visual and motor integration, skills that for scientific literature are strictly linked to learning processes and considered very important in recent pedagogic debate as concerns the visual and spatial component present in specific learning difficulties. The focus of the study is on the design and development of an exer-game essentially based on manipulation of shapes involving the whole body, fundamental aspect both for the assessment of visual-motor integration skills or for the emotional participation of the user because ́ʺmotor activity ́ not representationalist verisimilitude - holds the key to fluid and functional crossings between virtual and physical realmś(Hansen, 2006, p.2); this activity can also be considered as a preparatory skill for the spatial acquisition of concepts like geometrical forms, graphemes, etc. The exer-game is based on the following skills: grabbing, turning, shifting geometrical forms to make them matching with figures on screen Body Involvement Didactics Education Exargame Visual-Motor Integration Skills Aiello, Paola verfasserin aut Di Gennaro, Diana Carmela verfasserin aut Sibilio, Maurizio verfasserin aut Enthalten in International journal of digital literacy and digital competence Hershey, Pa : IGI Global, 2010 4(2013), 1, Seite 19-35 Online-Ressource (DE-627)NLEJ244418845 (DE-600)2703233-4 1947-3508 nnns volume:4 year:2013 number:1 pages:19-35 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/jdldc.2013010103 X:IGIG Verlag Deutschlandweit zugänglich http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/jdldc.2013010103&buylink=true Abstract ZDB-1-GIS GBV_NL_ARTICLE AR 4 2013 1 19-35 |
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The study presented here concerns the results obtained from the development and the experimentation of a didactic exergame realized by the University of Salerno. The aim of this exergame, called ́ʺGioco delle Formé, is to evaluate, measure and ́ʺtraiń, by means of a playful activity with a high degree of body involvement, the skills of visual and motor integration, skills that for scientific literature are strictly linked to learning processes and considered very important in recent pedagogic debate as concerns the visual and spatial component present in specific learning difficulties. The focus of the study is on the design and development of an exer-game essentially based on manipulation of shapes involving the whole body, fundamental aspect both for the assessment of visual-motor integration skills or for the emotional participation of the user because ́ʺmotor activity ́ not representationalist verisimilitude - holds the key to fluid and functional crossings between virtual and physical realmś(Hansen, 2006, p.2); this activity can also be considered as a preparatory skill for the spatial acquisition of concepts like geometrical forms, graphemes, etc. The exer-game is based on the following skills: grabbing, turning, shifting geometrical forms to make them matching with figures on screen |
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The study presented here concerns the results obtained from the development and the experimentation of a didactic exergame realized by the University of Salerno. The aim of this exergame, called ́ʺGioco delle Formé, is to evaluate, measure and ́ʺtraiń, by means of a playful activity with a high degree of body involvement, the skills of visual and motor integration, skills that for scientific literature are strictly linked to learning processes and considered very important in recent pedagogic debate as concerns the visual and spatial component present in specific learning difficulties. The focus of the study is on the design and development of an exer-game essentially based on manipulation of shapes involving the whole body, fundamental aspect both for the assessment of visual-motor integration skills or for the emotional participation of the user because ́ʺmotor activity ́ not representationalist verisimilitude - holds the key to fluid and functional crossings between virtual and physical realmś(Hansen, 2006, p.2); this activity can also be considered as a preparatory skill for the spatial acquisition of concepts like geometrical forms, graphemes, etc. The exer-game is based on the following skills: grabbing, turning, shifting geometrical forms to make them matching with figures on screen |
abstract_unstemmed |
The study presented here concerns the results obtained from the development and the experimentation of a didactic exergame realized by the University of Salerno. The aim of this exergame, called ́ʺGioco delle Formé, is to evaluate, measure and ́ʺtraiń, by means of a playful activity with a high degree of body involvement, the skills of visual and motor integration, skills that for scientific literature are strictly linked to learning processes and considered very important in recent pedagogic debate as concerns the visual and spatial component present in specific learning difficulties. The focus of the study is on the design and development of an exer-game essentially based on manipulation of shapes involving the whole body, fundamental aspect both for the assessment of visual-motor integration skills or for the emotional participation of the user because ́ʺmotor activity ́ not representationalist verisimilitude - holds the key to fluid and functional crossings between virtual and physical realmś(Hansen, 2006, p.2); this activity can also be considered as a preparatory skill for the spatial acquisition of concepts like geometrical forms, graphemes, etc. The exer-game is based on the following skills: grabbing, turning, shifting geometrical forms to make them matching with figures on screen |
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/jdldc.2013010103 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/jdldc.2013010103&buylink=true |
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Aiello, Paola Di Gennaro, Diana Carmela Sibilio, Maurizio |
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Aiello, Paola Di Gennaro, Diana Carmela Sibilio, Maurizio |
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NLEJ244418845 |
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10.4018/jdldc.2013010103 |
up_date |
2024-07-06T11:37:55.247Z |
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