TECHNIQUES AND TECHNOLOGIES FOR EDUCATION

Maria ANNARUMMA TECHNIQUES AND TECHNOLOGIES FOR EDUCATION

4422200033
DEPARTMENT OF HUMAN, PHILOSOPHIC AND EDUCATION SCIENCES
EQF7
SPORT AND MOVEMENT SCIENCE AND TECHNIQUES FOR ANALYSING AND PLANNING SPORTS FOR THE DISABLES
2024/2025

YEAR OF COURSE 2
YEAR OF DIDACTIC SYSTEM 2018
SPRING SEMESTER
CFUHOURSACTIVITY
848LESSONS
Objectives
THE GENERAL OBJECTIVE OF TEACHING CONCERNS THE ACQUISITION OF THE PEDAGOGICAL AND DIDACTIC FOUNDATIONS OF TECHNIQUES AND TECHNOLOGIES FOR EDUCATION. THE TEACHING AIMS TO PROMOTE THE DEVELOPMENT OF SKILLS IN THE USE OF GAME BASED LEARNING AND ITS DIGITAL DECLINATION; TO ANALYZE HOW LEARNING ENVIRONMENTS BASED ON GAMIFICATION DETERMINE CHANGES IN THE ROLE OF THE TEACHER AND THE LEARNER IN EDUCATIONAL PROCESSES.
- KNOWLEDGE AND UNDERSTANDING
- UNDERSTANDING AND KNOWLEDGE OF TEACHING BETWEEN ART AND SCIENCE FOR AN INTERPRETATION OF CONTEMPORARY COMPLEXITY AND THE SOCIO-TECHNOLOGICAL PARADIGM; HISTORICAL-CULTURAL EVOLUTION FROM TECHNIQUE TO TECHNOLOGY; THE CULTURE OF CONVERGENCE AND TRANS AND CROSS-MEDIA.
- KNOWLEDGE OF THE IMPORTANCE OF NARRATION IN THE COGNITIVE DYNAMICS BETWEEN BODY AND TECHNOLOGIES.
- KNOWLEDGE OF TECHNOLOGY TO UNDERSTAND EMOTIONS. FROM LITERACY TO THE ACQUISITION OF EMOTIONAL REGULATION: KNOWING EACH OTHER TO LEARN AND TEACH.
- KNOWLEDGE OF GAMING CULTURE: FROM GAMIFICATION TO DIGITAL GAME BASED LEARNING.

ABILITY TO APPLY KNOWLEDGE AND UNDERSTANDING
- ABILITY TO IDENTIFY THE PRINCIPLES OF GAMIFICATION AND GAME BASED LEARNING
- ABILITY TO RECOGNIZE EMOTIONS AND REGULATE THEM THROUGH TECHNOLOGIES, MOVING FROM GAME BASED LEARNING TO DIGITAL GAME BASED EMOTIONAL LEARNING.
- ABILITY TO USE A DEDICATED APPLICATION.
- ABILITY TO CARRY OUT A TEACHING ACTIVITY BASED ON THE PREVIOUS ASSUMPTIONS.

AUTONOMY OF JUDGEMENT
THE STUDENT WILL BE ABLE TO INDEPENDENTLY EVALUATE:
- THE VALIDITY AND FEASIBILITY OF ACTIVITIES BASED ON PLAYFUL TEACHING BETWEEN CODING AND EMOTIONS.
- THE FUNDAMENTAL PRINCIPLES FOR THE DESIGN AND IMPLEMENTATION OF EDUCATIONAL COURSES BASED ON GAME BASED LEARNING AND THEIR EDUCATIONAL APPLICATIONS.

COMMUNICATION SKILLS
THE STUDENT WILL BE ABLE TO HOLD CONVERSATIONS ON TOPICS RELATED TO THE FOUNDATIONS OF TEACHING BASED ON ANALOGUE AND DIGITAL GAMES USING ADEQUATE SCIENTIFIC TERMINOLOGY, AND THE TOOLS AND ACTIVITIES OF THE MAIN TOPICS DESCRIBED.
Prerequisites
KNOWLEDGE OF THE MAIN THEORIES OF LEARNING
Contents
THE COURSE WILL COVER THE FOLLOWING TOPICS.
UNDERSTANDING AND KNOWLEDGE OF TEACHING BETWEEN ART AND SCIENCE IN THE SOCIO-TECHNOLOGICAL PARADIGM:
- CONTEMPORARY COMPLEXITY, HISTORICAL-CULTURAL EVOLUTION FROM TECHNIQUE TO TECHNOLOGY, CULTURE OF CONVERGENCE AND TRANS AND CROSSMEDIATION.

UNDERSTANDING AND KNOWLEDGE OF THE IMPORTANCE OF NARRATIVE IN THE KNOWLEDGE DYNAMICS BETWEEN BODY EMOTIONS AND TECHNOLOGIES:
- FROM COGNITIVE SCIENCES TO NEUROSCIENCES; EMBODIED AND WARM COGNITON;

KNOWLEDGE OF TECHNOLOGY TO DISCOVER EMOTIONS:
- FROM LITERACY TO THE ACQUISITION OF EMOTIONAL REGULATION; RECOGNITION, MANAGEMENT AND EMOTIONAL AWARENESS THROUGH TECHNOLOGY (USE OF DEDICATED APP).

KNOWLEDGE OF MEDIA EDUCATION'S PLAYFUL TEACHING METHODS AND APPROACHES:
- INTRODUCTION TO THE INTERPRETATIVE PERSPECTIVES OF GAME, FROM GAMIFICATION TO DIGITAL GAME BASED LEARNING; FROM CODING TO EDUCATIONAL ROBOTICS BETWEEN EMOTIONS AND GAMES.
Teaching Methods
THE TEACHING INCLUDES FRONTAL LESSONS, EXERCISES AND COLLABORATIVE WORK THAT WILL TAKE PLACE IN THE CLASSROOM WITH THE AID OF TEACHING TOOLS, DIGITAL DEVICES, APPLICATIONS, EDUCATIONAL ROBOTICS, VIDEO MATERIALS.
THE COURSE INCLUDES A TOTAL OF 48 HOURS OF LESSONS. THE CLASSROOM LESSONS WILL ALTERNATE MOMENTS OF FRONTAL TEACHING WITH TWO SPECIFIC MOMENTS OF COLLABORATIVE ACTIVITIES.
FIRST INTERMEDIATE ACTIVITY: GIGSAW METHODOLOGY AND METACOGNITIVE TEACHING OF CONCEPT MAPS ON SPECIFIC COURSE CONTENTS.
SECOND FINAL ACTIVITY: CONSTRUCTION OF AN EDUCATIONAL UNIT THROUGH EDUCATIONAL ROBOTICS: BEEBOT AND EMOTIONS.
Verification of learning
THE EXAM IS AIMED AT EVALUATING THE STUDENT'S ABILITY TO HAVE LEARNED THE FUNDAMENTAL PRINCIPLES OF THE TOPICS BEING STUDIED. THE GRADE WILL BE EXPRESSED OUT OF THIRTY WITH POSSIBLE HONOURS. THE EXAM INCLUDES A WRITTEN TEST AND AN ORAL INTERVIEW.
THE ORAL TEST WILL CONSIST OF AN INTERVIEW, FOR THE PURPOSES OF HONORS THE FOLLOWING WILL BE TAKEN INTO ACCOUNT:
- THE QUALITY OF THE PRESENTATION, IN TERMS OF THE USE OF APPROPRIATE SCIENTIFIC LANGUAGE;
- THE ABILITY TO CROSS-CORRELATE BETWEEN THE DIFFERENT TOPICS OF THE COURSE AND, WHERE POSSIBLE, WITH OTHER DISCIPLINES
- THE ABILITY TO CRITICALLY ANALYZE THE CONTENTS EXPOSED;
- DEMONSTRATED AUTONOMY OF JUDGEMENT.
EACH TEST WILL WEIGH 50% OF THE FINAL GRADE. THE EVALUATION OF THE TWO TESTS WILL BE EXPRESSED OUT OF THIRTY AND THE FINAL SCORE WILL BE GIVEN BY THE WEIGHTED AVERAGE OF THE TWO TESTS.
Texts
TESTI DI RIFERIMENTO:

1. RANIERI M. (2020). TECNOLOGIE PER EDUCATORI SOCIO-PEDAGOGICI. ROMA: CAROCCI.
2. NESTI R. (2017). GAME-BASED LEARNING. GIOCO E PROGETTAZIONE LUDICA IN EDUCAZIONE. PISA: EDIZIONI ETS.

TESTI CONSIGLIATI PER APPROFONDIMENTI:

1. ANNARUMMA M. (2019). EPISTEMOLOGIA DEL GIOCO. LECCE: PENSA EDITORE.
2. BARICCO A. (2018). THE GAME. TORINO: EINAUDI.
3. BUCKINGAM D. (2020). UN MANIFESTO PER LA MEDIA EDUCATION. MILANO: MONDADORI.
4. RIVOLTELLA P.C., ROSSI P.G. (2024). TECNOLOGIE PER L'EDUCAZIONE - 2ED, PEARSON.

THE NEEDS OF STUDENTS OF THE LM68 COURSE OF STUDY AND ALSO OF STUDENTS COMING FROM OTHER COURSES OF STUDY WILL BE TAKEN INTO ACCOUNT BY ADJUSTING THE TOPICS AND REFERENCE TEXTS.
More Information
FOR THE RECEPTION TIME, CONSULT THE PERSONAL WEB PAGE OF THE TEACHER
- HTTP://WWW.UNISA.IT/DOCENTI/MARIAANNARUMMA/INDEX
- E-MAIL: MANNARUMMA@UNISA.IT

ERASMUS AND NON-ATTENDING STUDENTS ARE INVITED TO CONTACT THE TEACHER FOR DETAILS ABOUT THE PROGRAMME.
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