This study explores the phenomenon of digital gaming acceptance, especially when it comes to “primo ciclo” teachers (students aged 3 to 14), who choose to do a training course on game-based learning (GBL), but who express disinclination towards video game use. The few pertaining studies carried out on this matter have called for training-research to be conducted to understand what fosters the integration of the digital and non-digital game repertoire. Through the initiation of a training-research project with a qualitative sample of 56 teachers from 3 schools of different regions of Italy, the idea is to understand the effects on teacher beliefs and attitudes after attending such courses on GBL. A mixed-method analysis of the pre and post course semi-structured questionnaires, with likert scales and open-end questions, shows a higher propensity towards game integration in the classroom, but not for digital games, due also to a disinterest towards school digitalization altogether.
Cornacchia, P. (2025). La riluttanza degli insegnanti verso l’apprendimento basato sui giochi digitali. Risultati di uno studio pilota di formazione e ricerca sull’apprendimento basato sul gioco in Italia.. In REN- Research on Educational Neuroscience 2025 (pp.29-30). Roma : Edizioni Universitarie Romane.
La riluttanza degli insegnanti verso l’apprendimento basato sui giochi digitali. Risultati di uno studio pilota di formazione e ricerca sull’apprendimento basato sul gioco in Italia.
Cornacchia, P. D.
2025
Abstract
This study explores the phenomenon of digital gaming acceptance, especially when it comes to “primo ciclo” teachers (students aged 3 to 14), who choose to do a training course on game-based learning (GBL), but who express disinclination towards video game use. The few pertaining studies carried out on this matter have called for training-research to be conducted to understand what fosters the integration of the digital and non-digital game repertoire. Through the initiation of a training-research project with a qualitative sample of 56 teachers from 3 schools of different regions of Italy, the idea is to understand the effects on teacher beliefs and attitudes after attending such courses on GBL. A mixed-method analysis of the pre and post course semi-structured questionnaires, with likert scales and open-end questions, shows a higher propensity towards game integration in the classroom, but not for digital games, due also to a disinterest towards school digitalization altogether.| File | Dimensione | Formato | |
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