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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2022
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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. |
format | Online Article Text |
id | pubmed-9518082 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
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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