Search results for "videogame"
showing 10 items of 34 documents
La mente in gioco. Percorsi didattici tra Neuroeducation e Video Education
2015
Il gioco svolge una funzione preziosa in tutte le fasi della vita, in quanto fa emergere le peculiari eccellenze personali di ciascuno. Il libro di Giuseppa Compagno e di Giuseppa Cappuccio indaga la dimensione educativa del gioco a partire da due dall'ambito della Neuroeducation e quello della Video education rispetto a due distinti angoli visuali: il mondo dei videogame con il comune intento di porre in risalto le potenzialità della pratica ludica e le possibili applicazioni metodologiche dell’utilizzo del gioco in campo pedagogico-didattico. Il libro fornisce non solo alcuni spunti utili ad una ricognizione sul gioco nella prospettiva brain-based e nell’ambito della Video Education ma pr…
Machinima tra cinema e arte
2018
Machinima, ovvero una forma di produzione di contenuti video digitali che sta a metà strada tra cinema, videogame e arte.
Rendering in corso...
2022
Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book
Il progetto "Return to Monkey Island"
2022
Il ritorno del videogame "Monkey Island" apre ad alcune riflessioni sul rapporto tra cinema e videogame.
A Neuroeducation Analysis of Videogames
2016
The reflections contained in this research work deal with the educational challenge launched by Neuroeducation theory and the other cultural and social phenomenon of videogames, which have become more than pure forms of entertainment and fun, more and more metaphors of the big game of the reality of life. Many studies say that video game play is beginning to threaten traditional home entertainment choices (especially television), posing a very real threat to other media revenue streams. The reasons for video games growth in sales and popularity can be credited to the growth in the popularity and the technical innovations in the mobile sector. Attempting to support videogames for education a…
Media/Digital Competence. The European and Italian Definition
2016
In 2007, the European Union Commission issued a Communication titled A European approach to media literacy in the digital environment where media literacy is clearly defined as “the ability to access the media, to understand and to critically evaluate different aspects of the media and media contents and to create communications in a variety of contexts” (European Commission, 2007: 3). This paper discusses this definition and present the Italian way to it.
Cerebral toxicity of penicillins in relation to their hydrophobic character
1975
The neurotoxic effects of ticarcillin, methicillin, phenthicillin, oxacillin, cloxacillin and dicloxacillin were studied in the conscious rabbit. During and after intravenous administration of 1.2 and 2.4 g/kg, resp., over 50 min the blood concentrations of the drugs were determined and the neurotoxicity assessed by continuous recording of the electroencephalogram. The hydrophobia of the penicillins was characterized by determination of their partition coefficients between isobutanol and buffer solution pH 7.4. The penicillins showed quite different neurotoxic properties. A close correlation (r = 0.928) was found between the neurotoxic potency of the penicillins and their partition coeffici…
VIDEOGAMES: AN INCLUSIVE LEARNING ENVIRONMENT A MEDIA EDUCATION PROJECT IN PRIMARY SCHOOL
2015
Many studies say that video game play is beginning to threaten traditional home entertainment choices (especially television), posing a very real threat to other media revenue streams. The reasons for video games growth in sales and popularity can be credited to the growth in the popularity and the technical innovations in the mobile sector. Attempting to support videogames for education and learning purposes has prompted considerable attention over the last years. The great variety of digital games available has provided much for educators and researchers to explore, resulting in intense disputes that many games have benefits both in and out of the classroom for learners of primary school.…
Real-time hermeneutics : meaning-making in ludonarrative digital games
2015
videogiochi: strumenti di edutainment per uomini e donne?
2011
L’identificazione dei soggetti con i personaggi dei videogiochi costituisce un passaggio fondamentale per i giovani che così possono assumere personalità e svolgere attività coerenti con il proprio essere o, al contrario, totalmente opposte. La letteratura sul tema evidenzia come nei videogiochi vengano ribaditi i più comuni stereotipi di genere: uomini forti, coraggiosi e aggressivi e, al contrario, donne deboli e bisognose di essere salvate o spietate seduttrici. La ricerca si pone come obiettivo di individuare se tali stereotipi vengono effettivamente introiettati dai giovani e meno giovani giocatori e giocatrici ed analizzando le diverse tipologie di giochi, se è possibile individuare d…