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

By 1/2025No Comments

Sample Playful Learning: Game-Based Education as a Tool for Classroom Inclusion

di Camilla Sciandra

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. 

Parole chiave: apprendimento, classe, inclusione, insegnamento, gioco 

Abstract. 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: learning; classroom; inclusion; teaching; play 

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