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Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance

Author

Listed:
  • Michela Ponticorvo

    (Natural and Artificial Cognition Laboratory Orazio Miglino, Department of Humanistic Studies, University of Naples Federico II, 80133 Naples, Italy)

  • Elena Dell’Aquila

    (Natural and Artificial Cognition Laboratory Orazio Miglino, Department of Humanistic Studies, University of Naples Federico II, 80133 Naples, Italy)

  • Raffaele Di Fuccio

    (Department of Humanities, Literature, Cultural Heritage, Education Sciences, University of Foggia, 71122 Foggia, Italy)

Abstract

The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for assessment and training that overcome physical distancing due to COVID-19 in learning. We introduce some examples of these methodologies. The experiences and results represent a pool of resources for experiential learning in everyday educational practice and not merely for responding to emergencies caused by pandemics.

Suggested Citation

  • Michela Ponticorvo & Elena Dell’Aquila & Raffaele Di Fuccio, 2022. "Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance," IJERPH, MDPI, vol. 19(17), pages 1-13, September.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:17:p:11132-:d:907420
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    References listed on IDEAS

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    1. Thompson, Peter, 2010. "Learning by Doing," Handbook of the Economics of Innovation, in: Bronwyn H. Hall & Nathan Rosenberg (ed.), Handbook of the Economics of Innovation, edition 1, volume 1, chapter 0, pages 429-476, Elsevier.
    2. José-Antonio García-Martínez & Francisco-César Rosa-Napal & Isabel Romero-Tabeayo & Sara López-Calvo & Eduardo-José Fuentes-Abeledo, 2020. "Digital Tools and Personal Learning Environments: An Analysis in Higher Education," Sustainability, MDPI, vol. 12(19), pages 1-11, October.
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    Cited by:

    1. Daniel Camuñas-García & María Pilar Cáceres-Reche & María de la Encarnación Cambil-Hernández, 2023. "Maximizing Engagement with Cultural Heritage through Video Games," Sustainability, MDPI, vol. 15(3), pages 1-15, January.

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