THE VIDEO GAME: HOW TO CREATE A REAL LEARNING EXPERIENCE IN THE VIRTUAL WORLD

Nicola Tenerelli, Francesco Del Sorbo

Abstract


The video game is considered a cross-over tool, capable of generating realistic second life experiences for all generations (Nikolaeva, et al., 2025); the video game is a tool for socializing, feeling emotions and learning at the same time – there are many educational tools in use. The video game, considered a virtual product, produces experience because it involves corporeality - sensations, actions and factual change (Leone, 2025). Using video games, the subject builds a sense of reality and "other" identity capable of overcoming the distinction between real and virtual, using previous assumptions to develop new models useful on an existential level. The study involved 232 students of the three-year period of a secondary school aged between 16+/-1 and 18+/- 1 year and lasted three years; The inference of video games on values, emotions and socialization, as well as student attitudes and opinions, was evaluated.

Keywords


Teaching-learning process, learning experience, video game.

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DOI: https://doi.org/10.32043/gsd.v9i2.1350

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