Please use this identifier to cite or link to this item: http://hdl.handle.net/2122/16817
Authors: Piangiamore, Giovanna Lucia* 
Maraffi, Sabina* 
Sacerdoti, Francesco* 
Bruno, Valentina* 
Coco, Igino* 
De Gregorio, Sofia* 
De Michelis, Paola* 
Grezio, Anita* 
Madonia, Paolo* 
Maramai, Alessandra* 
Pezzopane, Michael* 
Tozzi, Roberta* 
Vecchi, Simone* 
Title: GEOQUEST TROPOMAG DIGITAL ADVENTURE PATH: WHEN SCIENCE IS A GAME
Editors: Carmo, Mafalda 
Issue Date: 24-Jun-2023
Publisher: inScience Press, Rua Tomas Ribeiro, 45, 1º D, 1050-225 Lisboa, Portugal
URL: https://end-educationconference.org/wp-content/uploads/2023/06/Education-and-New-Developments_2023_Vol_I.pdf
DOI: 10.36315/Education-and-New-Developments_2023_Vol_I
Keywords: Gamification
digital game based learning
computer supported collaborative learning education
climate change
geomagnetism
Subject Classification05.03. Educational, History of Science, Public Issues 
04.05. Geomagnetism 
04.02. Exploration geophysics 
01.01. Atmosphere 
01.02. Ionosphere 
01.03. Magnetosphere 
Abstract: Game is a powerful educational tool able to involve students and keep their attention high, promoting cognitive development, discoveries, reasoning, and thinking. It is also an effective active form of learning which consolidates the acquired knowledge and carries out an authentic assessment through reality tasks and immediate feedback typical of the use of the digital games. Our gamy-learning experimentation focuses on new methods and practices of science communication, with the aim to face the challenge of educating about natural risks and climate change. The goal is to facilitate the automatic choice of good practices, by stimulating mind, intuition and logic in the perspective of teambuilding in school-based civic education. The proper application of technological tools is a valuable aid for conscious communication for the next generation. A Computer Supported Collaborative Learning Education is experienced, in order to test the efficacy of our GeoQuest TROPOMAG digital adventure, and pave the ground for the implementation of the storytelling in an integrated table game. Our climate change role-playing videogame explores phenomena related to the possible effects of changes in the Earth's magnetic field on the atmosphere. The virtual adventure path is played on smartphones and follows alternative paths chosen by the players to develop the storytelling. As a result, students play not only “just for fun”, but also to actively participate in their learning process and acquisition of new knowledge, skills and competences in environmental issues.
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