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EduGame.

Innovative Pedagogies for Quality Teaching in Digitally Transformed Universities

Autors

Filomena Faiella; Paola Attolino; Fabio Clarizia; Savarese Giulia; Lombardi Maria Grazia; Ricciardi Maria.

Abstract

The digital transformation of higher education calls for innovative teaching approaches that foster deep learning, student engagement, and inclusion. Within this context, the Erasmus+ EduGame project seeks to integrate gamification, game-based learning, serious games, and generative artificial intelligence into university teaching practices. This paper presents the project’s objectives, methodology, and preliminary outcomes. Coordinated by Vytautas Magnus University and carried out by a consortium of European and partner-country universities, EduGame focuses on curriculum and syllabus innovation, the development of pedagogical resources (including manuals, e-books, and toolkits), the establishment of dedicated laboratories, and the organization of internships and international schools. Through teacher training, experimentation, and interdisciplinary collaboration, the project promotes the adoption of pedagogically grounded and ethically informed practices, supporting the meaningful and responsible use of digital and game-based technologies in higher education.

Keywords

Higher education; Quality education; Digital pedagogy.

Bibliografia

Faiella, F., Ricciardi, M. (2015). Gamification and learning: a review of issues and research.

Journal of E-Learning and Knowledge Society, 11(3), 14-21.

Gravino, C., Iannella, A., Marras, M., Pagliara, S. M., Palomba, F. (2024). Teachers Interacting with GenerativeArtificial Intelligence: A Dual Responsibility. In S. Di Martino, C. Sansone, E. Masciari, S. Rossi, M. Gravina (Eds.). Proceedings of the Ital-IA Intelligenza Artificiale – Thematic Workshops (Ital-IA 2024), Naples, Italy, May 29-30, 2024 (pp. 83-88). https://ceur-ws.org/Vol-3762/

Pelizzari, F. (2023). Gamification in higher education. A systematic literature review. Italian Journal of Educational Technology, 31(3), 21-43.

Starting in September, the full article will be available on ojs.gsdjournal.it

Plass, J.L., Mayer, R.E., Homer, B.D. (2020). Handbook of Game-Based Learning. Cambridge: The Massachusetts Institute of Technology.

Ratan, R.A., Ritterfeld, U. (2009). Classifying Serious Games. In U. Ritterfeld, M. Cody, P. Vorderer, (Eds.), Seriousgames: Mechanisms and Effects (pp. 10-24). New York: Routledge.

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