CONSTRUCTIONISM AND GAME-MAKING FOR LEARNING IN THE AGE OF ROBLOX. AN ANALYSIS OF CURRENT EVIDENCE AND FUTURE PERSPECTIVES

Andrea Tinterri, Mariasole Antonietta Guerriero, Sabrina Annoscia, Anna Dipace

Abstract


The use of digital games for learning encompasses a range of pedagogical approaches and practices. Game-making as a learning strategy has gained interest. This approach, inspired from the work of Piaget (1951) and Papert (1980), uses game design as a means for students to “externalize thinking and problematize focusing on the product” (Kafai & Burke, 2015). However, existing evidence is mostly descriptive (Denner et al., 2019), and there is a lack of comparative studies (Vos et al., 2011) and evidence-based frameworks. The aim of this article is to review and discuss current evidence and frameworks

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DOI: https://doi.org/10.32043/gsd.v7i2.866

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Italian Journal of Health Education, Sports and Inclusive Didactics 
ISSN printed: 2532-3296