The research presents a pilot study that envisaged the realization of a game based model of didactic support to promote strategic skills in a group of students enrolled in the second year of Degree Courses in Education and Primary Teacher Education at Roma Tre University and which showed critical issues in profiles emerged from the compilation of the “Learning Strategies Questionnaire” (QSA – Pellerey & Orio 1996), the “Zimbardo Time Perspective Inventory” (ZTPI – Zimbardo & Boyd 1999; Tr. it Riccucci, 2009) and QuESU (“Questionnaire on the University Study Experience” – Marsano & Bocci, n.p.). The game-based model has been structured on the basis of six areas of cognitive and affective-motivational skills of QSA and it is characterized by the presence of elements linked to the dimensions of game, video games, gamification and Alternate Reality Games. In line with previous research (La Rocca et al., 2014; Margottini et al., 2017; Margottini & Rossi, 2017; Rossi, 2018), results show negative correlation between academic achievement and dimensions of the “disoriented student” profile (difficulty of controlling emotional states, difficulty in concentration, lack of perseverance, external locus of control and low perception of competence). Lastly, students who participated in the pathway have provided a positive feedback in relation to the characteristics of the game-based model because it has allowed them to evaluate aspects of Self that often are not adequately considered and valued during the course of study.
La ricerca presenta uno studio pilota che ha previsto la realizzazione di un modello ludiforme di supporto alla didattica per la promozione di competenze strategiche in un gruppo di studenti iscritti al II anno dei CdL in Scienze dell’Educazione e Scienze della Formazione Primaria dell’Università Roma Tre che hanno rilevato particolari criticità nei profili emersi dalla compilazione del “Questionario sulle Strategie di Apprendimento” (QSA – Pellerey & Orio, 1996), dello “Zimbardo Time Perspective Inventory” (ZTPI – Zimbardo & Boyd, 1999; Tr. it Riccucci, 2009) e del QuESU (“Questionario sull’Esperienza di Studio Universitario” – Marsano & Bocci, n.p.). Il modello ludiforme è stato strutturato sulla base delle sei aree di competenza cognitiva e affettivo-motivazionale del QSA e si caratterizza per la presenza di elementi connessi alle dimensioni del gioco, del videogioco, della gamification e degli Alternate Reality Game. I risultati, in linea con le precedenti ricerche (La Rocca et al., 2014; Margottini et al., 2017; Margottini & Rossi, 2017; Rossi, 2018), mostrano relazioni negative tra risultati accademici e le dimensioni del profilo dello “studente disorientato” (difficoltà di controllo degli stati emotivi, difficoltà di concentrazione, mancanza di perseveranza, focus of control esterno e bassa percezione di competenza). Infine, gli studenti che hanno partecipato al percorso hanno fornito un feedback positivo rispetto all’impostazione del modello ludiforme, poiché questo gli ha permesso di valutare aspetti di Sé che spesso non risultano adeguatamente considerati e valorizzati durante il percorso di studi.
Marsano, M., Rossi, F. (2020). Potenziare le competenze strategiche in ambito universitario tramite un modello ludiforme [Strengthening strategic skills through a game-based model at University]. FORMAZIONE & INSEGNAMENTO, 2(1), 618-633.
Potenziare le competenze strategiche in ambito universitario tramite un modello ludiforme [Strengthening strategic skills through a game-based model at University]
Martina Marsano
;Francesca Rossi
2020-01-01
Abstract
The research presents a pilot study that envisaged the realization of a game based model of didactic support to promote strategic skills in a group of students enrolled in the second year of Degree Courses in Education and Primary Teacher Education at Roma Tre University and which showed critical issues in profiles emerged from the compilation of the “Learning Strategies Questionnaire” (QSA – Pellerey & Orio 1996), the “Zimbardo Time Perspective Inventory” (ZTPI – Zimbardo & Boyd 1999; Tr. it Riccucci, 2009) and QuESU (“Questionnaire on the University Study Experience” – Marsano & Bocci, n.p.). The game-based model has been structured on the basis of six areas of cognitive and affective-motivational skills of QSA and it is characterized by the presence of elements linked to the dimensions of game, video games, gamification and Alternate Reality Games. In line with previous research (La Rocca et al., 2014; Margottini et al., 2017; Margottini & Rossi, 2017; Rossi, 2018), results show negative correlation between academic achievement and dimensions of the “disoriented student” profile (difficulty of controlling emotional states, difficulty in concentration, lack of perseverance, external locus of control and low perception of competence). Lastly, students who participated in the pathway have provided a positive feedback in relation to the characteristics of the game-based model because it has allowed them to evaluate aspects of Self that often are not adequately considered and valued during the course of study.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.