Identificare i profili dei giocatori per le narrazioni gamificate: un'analisi approfondita
DOI:
https://doi.org/10.12795/CP.2024.i33.v2.04Parole chiave:
Gamification, profili dei giocatori, classificazione dei giocatori, PRISMA-Scr, istruzioneAbstract
Questo articolo presenta una scoping review sulla classificazione dei profili dei giocatori di videogiochi e sulla loro applicazione nella creazione di esperienze gamificate in ambito educativo. Attraverso una metodologia basata sul protocollo PRISMA-Scr, sono stati analizzati più di 2.200 articoli provenienti da banche dati come Scopus, Web of Science ed ERIC. L'obiettivo è identificare quali profili di giocatori possono essere utilizzati come base per progettare narrazioni personalizzate gamificate che migliorino l'apprendimento e il rendimento accademico degli studenti. L'analisi ha permesso di classificare i giocatori in quattro grandi categorie: attaccamento al gioco, comportamento sociale, strumentalizzazione del gioco e stile di gioco. Inoltre, è stato evidenziato l'uso di strumenti quantitativi, come l'analisi dei cluster e la modellazione delle equazioni strutturali, per l'identificazione di questi profili di giocatori. Si conclude che l'adattamento delle narrazioni gamificate ai diversi tipi di giocatori può favorire, oltre a un maggiore successo nella loro applicazione, una maggiore inclusione ed efficacia in classe, migliorando l'uso di tecnologie educative avanzate e promuovendo le competenze digitali chiave. L'articolo suggerisce la creazione di una scala ad hoc per identificare i profili degli studenti come giocatori, ottimizzando la progettazione di esperienze gamificate personalizzate che siano durature e allineate con gli Obiettivi di Sviluppo Sostenibile (SDGs).
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