Abstract

The paper aims to highlight the active role that some tools have assumed within the playful activity of today’s children. It is intended to underline, how the connection of the digital world with the world of toys allows to expand the games from traditional ways to create new possibilities of play and active learning for an augmented pedagogy.

Highlights

  • One of the major differences between today’s children’s play and that of the past is the strong presence of tools to facilitate or influence the action of the game

  • The different theories in psychology and sociology agree in affirming that playful activity is fundamental for children: it is necessary to learn to live daily experiences, for cognitive growth, to build skills, to socialize, for emotional development and physical and to master emotional trauma [5]

  • Looking at Social Learning Theory, which has its main thinker in Jean Piaget [6,7], identity would be modeled based on social stimulus

Read more

Summary

Introduction

One of the major differences between today’s children’s play and that of the past is the strong presence of tools to facilitate or influence the action of the game. According to Fomichov VA & Fomichova OS [14] the aforementioned system aims at developing in individual: ability to process symbolic information; ability to observe and appreciate beauty in all its appearances, in human activity; ability to understand others; understanding of so-called social agreement and social relationships; ability to have one’s own point of view; sense of belonging to the generation as well as the understanding of those generations that were before and those that will develop later; and awareness of belonging to a particular national culture In other words, this system aims to introduce a social, human component into education and can be perfectly integrated into goals of Cognitonics for the use of ICT. The ability to design and develop ‘spaces for learning and play’ that are careful to balance and make dialogue between the dimensions of analogue and digital, natural and artificial, humanistic and scientific culture, with innovative content it has become a necessary skill to be solicited in all those realities that deal with education and development of gaming products for children

Methods
Attention to uses by children
Findings
Conclusions
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.