In recent years, gamification in the school context has gained increasing visibility in the academic world at international level, as well as in general educational practice. In Italy, however, it is still little explored, as in the case of the gamified system Classcraft. This paper reports the results of a multiple case study that involved 11 secondary-school teachers in Italy in the use of this platform and, in particular, through a detailed description and the relative results that emerged from the experimentation, explores the possibility of grasping its characteristics and extrapolating its components outside Classcraft, towards its use in ordinary teaching. The results focused in particular on random events, unusual happenings that alter the usual school day, and quests, multi-step activities for class or homework within a narrative scaffold. The article shows how Classcraft, and in particular these 2 components, can contribute to inclusion in the sense of social connection within the classroom, as was the expectation of the teachers at the beginning of the experience. One of the requirements for extending these results beyond the reference context in a probabilistic generalisation perspective is the use of these components within the magic circle.
La gamification in ambito scolastico sta acquisendo negli ultimi anni sempre più visibilità in ambito accademico a livello internazionale, così come anche nella pratica didattica comune. In Italia, tuttavia, è ancora poco esplorata, come nel caso del sistema gamificato Classcraft. Questo lavoro riporta i risultati di un caso studio multiplo che ha coinvolto 11 insegnanti di scuola secondaria in Italia nell’utilizzo di questa piattaforma, esplorando in particolare, attraverso una puntuale descrizione e i relativi risultati emersi dalla sperimentazione, la possibilità di carpirne le caratteristiche e di estrapolarne le componenti al di fuori di Classcraft, verso un loro utilizzo nella didattica ordinaria. I risultati si sono concentrati in particolar modo sui random event, fatti inusuali che modificano l’abituale giornata di scuola, e sulle quest, attività in diversi passaggi per il lavoro in classe o domestico all’interno di una cornice narrativa. Dall’articolo emerge come Classcraft e, nello specifico, queste 2 componenti possano contribuire all’inclusione nella sua accezione di connessione sociale all’interno della classe, come era nelle aspettative dei docenti all’inizio della sperimentazione. Uno dei criteri per poter estendere questi risultati al di fuori del contesto di riferimento in un’ottica di generalizzazione probabilistica è l’utilizzo di queste componenti all’interno del cerchio magico.
Brambilla, A., Antonacci, F. (2025). Gamification e didattica. Utilizzare componenti di Classcraft nella secondaria di primo grado. PEDAGOGIA PIÙ DIDATTICA, 11(1), 109-122 [10.14605/PD1112508].
Gamification e didattica. Utilizzare componenti di Classcraft nella secondaria di primo grado
Brambilla, A
;Antonacci, F
2025
Abstract
In recent years, gamification in the school context has gained increasing visibility in the academic world at international level, as well as in general educational practice. In Italy, however, it is still little explored, as in the case of the gamified system Classcraft. This paper reports the results of a multiple case study that involved 11 secondary-school teachers in Italy in the use of this platform and, in particular, through a detailed description and the relative results that emerged from the experimentation, explores the possibility of grasping its characteristics and extrapolating its components outside Classcraft, towards its use in ordinary teaching. The results focused in particular on random events, unusual happenings that alter the usual school day, and quests, multi-step activities for class or homework within a narrative scaffold. The article shows how Classcraft, and in particular these 2 components, can contribute to inclusion in the sense of social connection within the classroom, as was the expectation of the teachers at the beginning of the experience. One of the requirements for extending these results beyond the reference context in a probabilistic generalisation perspective is the use of these components within the magic circle.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


