TY - JOUR TT - FROM DUSK OF THE INFORMATION ERA TO DAWN OF THE EXPERIENCE ERA: VIDEOGAMES AS A LEARNING TOOL AU - Chirchiano, Emiliano PY - 2017 DA - April DO - 10.18768/ijaedu.309814 JF - IJAEDU- International E-Journal of Advances in Education JO - IJAEDU PB - OCERINT International Organization Center of Academic Research WT - DergiPark SN - 2411-1821 SP - 170 EP - 173 VL - 3 IS - 7 KW - Innovation KW - education KW - videogames studies KW - experience learning N2 - Knowledge institutions are often distracted by themselvesand unable to understand what happens in the world of cultural consumption. thevideogame, for example, is quite different from all other media forms, owningits peculiar language, the gameplay: an interactive, experiential participationwhich guarantees a form of involvement that no other medium has. If everymedium carries an educational potential, the use of video-games as a learningtool still remains largely undefined. To implement video game within theeducational system may look like a radical revolution. We should try differentsolutions: the so called “gamification” approach, using videogame dynamicswithin our common educational framework or “Simulation Based Learning” using virtualworlds in which teachers and students can simulate experiences by their ownrules. Experience based Learning provided by video games may become theultimate form of contextual education. It is able to simulate a real-lifeexperience, improving both student engagement and learning. We have to look atthe games as a tool, whose value in education depends on how they are used aspart a comprehensive strategy. The traditional methods of education are focusedon the acquisition of skills in the individual subjects, often neglectingcrucial components for success, such as communication and collaboration. I tryto define an optimal, real-life solution that decreases the centrality of thewritten medium, currently at the base of the educational system, merging andintegrating it with new tools and techniques, adding to the traditionalliteracy processes a renewed techno-literacy, necessary for students tocommunicate and learn. CR - Abruzzese, A. Introduzione in Ascione, C. (1999). Videogames: elogio del tempo sprecato (Vol. 20). Minimum fax. Abruzzese, A., & Borrelli, D. (2000). L'industria culturale: tracce e immagini di un privilegio. Carocci. Abruzzese, A., & Mancini, P. (2007). Sociologie della comunicazione. Laterza. Antinucci, F. (1995). La realtà virtuale come strumento di conoscenza. Ginevra, Convegno Telecom, 10, 15-95. Becker, K. (2007, November). Instructional ethology: reverse engineering for serious design of educational games. In Proceedings of the 2007 conference on Future Play (pp. 121-128). ACM. Bittanti, M. (Ed.). (2002). Per una cultura dei videogames: teorie [e] prassi del videogiocare. Unicopli. Boyd, D. (2010). Streams of Content, Limited Attention: The Flow of Information through Social Media. Educause Review, 45(5), 26. De Certeau, M., Baccianini, M., Abruzzese, A., & Borrelli, D. (2001). L'invenzione del quotidiano. Edizioni Lavoro. Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67-83. Fabricatore, C. (2000). Learning and videogames: An unexploited synergy. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20. Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, learning, and instruction, 3(1987), 223-253. Manovich, L. (2013). Software takes command. London: Bloomsbury Publishing. Maragliano, R. (1996). Esseri multimediali. Immagini del bambino di fine millennio. Firenze, La Nuova. McGonigal, J. (2011). Reality is broken. New York: Penguin Press. McLuhan, M. (2011). Capire i media: gli strumenti del comunicare. Il Saggiatore. Paggiarin, V., (2009). Narrazione, Interattività e Performance Ludica nel videogioco: il caso di "In Memoriam". Università IULM (Milano) Prensky, M. (2005). Engage me or enrage me. Educase Review, 40(5), 61-64. Shaffer, D. W., Squire, K., Halverson, R., & Gee, J. P. (2004). Video games and the future of learning. Retrieved December 12, 2004. Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, 41(2), 16. UR - https://doi.org/10.18768/ijaedu.309814 L1 - https://dergipark.org.tr/en/download/article-file/298615 ER -