{"id":7370,"date":"2022-06-12T09:55:43","date_gmt":"2022-06-12T09:55:43","guid":{"rendered":"https:\/\/dypall.com\/?post_type=catalogue_of_resourc&#038;p=7370"},"modified":"2024-06-12T11:10:53","modified_gmt":"2024-06-12T11:10:53","slug":"guidelines-for-using-digital-games-and-gamification-in-youth-work","status":"publish","type":"catalogue_of_resourc","link":"https:\/\/dypall.com\/it\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/","title":{"rendered":"Linee guida per l'utilizzo dei giochi digitali e della gamification nell'animazione socioeducativa"},"content":{"rendered":"<p>Questa pubblicazione ha lo scopo di fornire agli operatori giovanili metodi e strumenti per utilizzare giochi digitali o strumenti per gamify i loro metodi di lavoro. Far\u00e0 luce sui giochi educativi esistenti e sulle pratiche di gamification di diversi paesi, presenter\u00e0 strumenti facili da usare per gamificare le esperienze di apprendimento ed evidenzier\u00e0 le sfide chiave e i benefici significativi dell'utilizzo di questo metodo nell'animazione socioeducativa. \u00c8 il risultato e il 1\u00b0 Output Intellettuale del progetto GAME+: Gamification and Access for Millennials in Erasmus+, sviluppato da quattro organizzazioni non governative: Bangherang APS (Italia), Center for Youth Activism CYA KRIK (Macedonia del Nord) e DYPALL Network (Portogallo), sotto il coordinamento di Europe4Youth (Polonia) ed \u00e8 finanziato dall'Agenzia nazionale polacca per il programma Erasmus+.<\/p>","protected":false},"excerpt":{"rendered":"<p>Questa pubblicazione ha lo scopo di fornire agli operatori giovanili metodi e strumenti per utilizzare giochi digitali o strumenti per gamify i loro metodi di lavoro. Far\u00e0 luce sui giochi educativi esistenti e sulle pratiche di gamification di diversi paesi, presenter\u00e0 strumenti facili da usare per gamificare le esperienze di apprendimento ed evidenzier\u00e0 le sfide chiave e i benefici significativi dell'uso di questo metodo. <a class=\"more-link\" href=\"https:\/\/dypall.com\/it\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\">Continua a leggere <span class=\"screen-reader-text\">Linee guida per l'utilizzo dei giochi digitali e della gamification nell'animazione socioeducativa<\/span><\/a><\/p>","protected":false},"featured_media":7374,"parent":0,"menu_order":0,"template":"","tags":[196,187],"catalogue_cat":[13],"class_list":["post-7370","catalogue_of_resourc","type-catalogue_of_resourc","status-publish","has-post-thumbnail","hentry","tag-digital-youth-work","tag-gamification","catalogue_cat-studies-research","entry"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.8 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Guidelines for Using Digital Games and Gamification in Youth Work - DYPALL Network<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/dypall.com\/it\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\" \/>\n<meta property=\"og:locale\" content=\"it_IT\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Guidelines for Using Digital Games and Gamification in Youth Work - DYPALL Network\" \/>\n<meta property=\"og:description\" content=\"This publication aims to provide youth workers with methods and tools to use digital games or tools to gamify their working methods. 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