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Hyper-Activity Books and Serious Games
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  • Update Date: 22 Dec 2022
  • technology enhanced learning
  • learning materials
  • serious games
Video Introduction

This video is adapted from 10.3390/ijerph191711132

The COVID-19 pandemic has been a significant challenge to education systems worldwide, leading to an inevitable surge in the use of digital technologies. Although the trend of using digital tools in learning was already in place, researchers have witnessed an incredible acceleration in the use of digital technology in the latter two years. This fast introduction has not guaranteed a reflection on how to harmonize digital tools and educational approaches. Educational practices and teaching strategies enabling the involvement of learners, creation of new knowledge and meaningful exchange, and sharing of experiences have not received much attention during the sanitary emergency. Thus, the teaching-learning process radically changed, mostly becoming solitary experiences.

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Ponticorvo, M.; Dell’aquila, E.; Di Fuccio, R. Hyper-Activity Books and Serious Games. Encyclopedia. Available online: https://encyclopedia.pub/video/video_detail/521 (accessed on 05 December 2025).
Ponticorvo M, Dell’aquila E, Di Fuccio R. Hyper-Activity Books and Serious Games. Encyclopedia. Available at: https://encyclopedia.pub/video/video_detail/521. Accessed December 05, 2025.
Ponticorvo, Michela, Elena Dell’aquila, Raffaele Di Fuccio. "Hyper-Activity Books and Serious Games" Encyclopedia, https://encyclopedia.pub/video/video_detail/521 (accessed December 05, 2025).
Ponticorvo, M., Dell’aquila, E., & Di Fuccio, R. (2022, December 22). Hyper-Activity Books and Serious Games. In Encyclopedia. https://encyclopedia.pub/video/video_detail/521
Ponticorvo, Michela, et al. "Hyper-Activity Books and Serious Games." Encyclopedia. Web. 22 December, 2022.
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