Critical Thinking and Game-based Learning
On February 28th, 2019, within NAVIGATE’s third Transnational Meeting at the University of Parma, Italy, three experts in learning methods and tools gave the following invited talks.
Critical thinking in the classroom: Why collaborating is more important than ever
Alessia Zanin Yost (Penn State University)
The collaboration between students and librarians/Faculty hastwo main goals: teaching students to become critical thinkers about information and learning from each other in order to move education forward. These goals help us better prepare students for the workplace and be active members of the society. A strategy for implementing collaborative learning and three examples are illustrated.
Game-based learning and the surmised motivating power of games
Donatella Persico (ITD CNR)
The marriage between formal education and gaming may be difficult, but well-designed (serious) games have a great potential in learning. This topic is illustrated in depth, with reference to the H2020 project Gaming Horizons.
Gaming for Blue literacy: The ResponSEAble case
Eleonora Pantò (CSP ICT Innovation)
Ocean Literacy is aimed at improving the knowledge of the marine ecosystem. The H2020 project ResponsSEAble will develop communication material that will sensitize our individual and collective responsibility and interest in ensuring the sustainability of the ocean and its ecosystems. A serious game has been developed in the context of the project, where Ocean is like a “tamagotchi” that must be kept healthy and happy.