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Article . 2025
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2025
License: CC BY
Data sources: Datacite
ZENODO
Article . 2025
License: CC BY
Data sources: Datacite
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Playful Learning: il gioco come strumento pedagogico e di inclusione in classe

Sample Playful Learning: Game-Based Education as a Tool for Classroom Inclusion
Authors: Sciandra, Camilla;

Playful Learning: il gioco come strumento pedagogico e di inclusione in classe

Abstract

Nel panorama educativo contemporaneo, l’inclusione scolastica richiede approcci didattici capaci di valorizzare le differenze, ridurre le barriere e promuovere la partecipazione attiva di ogni studente. Il Playful Learning, inteso come apprendimento attraverso il gioco, si configura come metodologia inclusiva che integra dimensioni cognitive, emotive e sociali, sostenuta da solide basi teoriche (Vygotskij, Dewey, Bruner, Resnick). L’articolo esplora i fondamenti scientifici di questo approccio, descrive i principi cardine (coinvolgimento attivo, creatività, collaborazione e adattabilità), e presenta strategie operative come gamification, escape room educative, storytelling interattivo e role-playing, arricchite da esempi di applicazione in contesti scolastici eterogenei. Sono analizzati risultati di ricerche e casi studio che evidenziano benefici in termini di engagement, competenze sociali, resilienza e performance accademiche. Le prospettive future puntano a una sempre maggiore integrazione con le tecnologie digitali e con i principi dell’Universal Design for Learning, per garantire un’istruzione equa e partecipativa. 

In today’s educational context, fostering inclusion requires teaching methods that value diversity, remove barriers, and actively engage all learners. Playful Learning—learning through play—emerges as an inclusive methodology integrating cognitive, emotional, and social dimensions, grounded in strong theoretical frameworks (Vygotsky, Dewey, Bruner, Resnick). This article explores the scientific foundations of this approach, outlines its core principles (active engagement, creativity, collaboration, adaptability), and presents operational strategies such as gamification, educational escape rooms, interactive storytelling, and role-playing, enriched with examples from diverse school contexts. It analyses research findings and case studies showing benefits in terms of engagement, social skills, resilience, and academic achievement. Future perspectives point towards deeper integration with digital technologies and the principles of Universal Design for Learning, ensuring equitable and participatory education for all 

Keywords

classe, inclusione scolastica, apprendimento, learning, inclusion, inclusione, classomm, insegnamento, gioco, play, teaching

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average