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Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance

The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for assessment...

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Detalles Bibliográficos
Autores principales: Ponticorvo, Michela, Dell’Aquila, Elena, Di Fuccio, Raffaele
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9518082/
https://www.ncbi.nlm.nih.gov/pubmed/36078856
http://dx.doi.org/10.3390/ijerph191711132
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author Ponticorvo, Michela
Dell’Aquila, Elena
Di Fuccio, Raffaele
author_facet Ponticorvo, Michela
Dell’Aquila, Elena
Di Fuccio, Raffaele
author_sort Ponticorvo, Michela
collection PubMed
description The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for assessment and training that overcome physical distancing due to COVID-19 in learning. We introduce some examples of these methodologies. The experiences and results represent a pool of resources for experiential learning in everyday educational practice and not merely for responding to emergencies caused by pandemics.
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spelling pubmed-95180822022-09-29 Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance Ponticorvo, Michela Dell’Aquila, Elena Di Fuccio, Raffaele Int J Environ Res Public Health Article The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for assessment and training that overcome physical distancing due to COVID-19 in learning. We introduce some examples of these methodologies. The experiences and results represent a pool of resources for experiential learning in everyday educational practice and not merely for responding to emergencies caused by pandemics. MDPI 2022-09-05 /pmc/articles/PMC9518082/ /pubmed/36078856 http://dx.doi.org/10.3390/ijerph191711132 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Ponticorvo, Michela
Dell’Aquila, Elena
Di Fuccio, Raffaele
Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
title Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
title_full Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
title_fullStr Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
title_full_unstemmed Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
title_short Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
title_sort hyper-activity books and serious games: how to promote experiential learning beyond distance
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9518082/
https://www.ncbi.nlm.nih.gov/pubmed/36078856
http://dx.doi.org/10.3390/ijerph191711132
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