The Future of Education

Edition 14

Accepted Abstracts

Internetopoli: an Interactive and Safe Journey Through the Digital City Via Educational Gamification

Giorgia Bassi, Istituto di Informatica e Telematica (IIT), Consiglio Nazionale delle Ricerche (CNR Pisa) (Italy)

Stefania Fabbri, Istituto di Informatica e Telematica (IIT), Consiglio Nazionale delle Ricerche (CNR Pisa) (Italy)

Anna Vaccarelli, Istituto di Informatica e Telematica (IIT), Consiglio Nazionale delle Ricerche (CNR Pisa) (Italy)

Abstract

"Internetopoli" is a multimedia application developed by the Ludoteca del Registro .it, designed as an educational tool to support teachers in imparting key Internet-related concepts to students aged 8 to 11. The game and study path cover various themes, including the functioning of the Internet, its
potential, cybersecurity, and responsible online behaviors, stimulating reflections on social media usage, online content publication, privacy respect, and digital identity management.
The app provides an open, polysemic, and multitasking digital learning model, allowing flexibility in the duration and topics of lessons. The new version of Internetopoli, released to replace the 2015 version, has undergone updates in both content and visual layout, introducing gamification to make learning more engaging and interactive.
Gamification in "Internetopoli" includes concepts such as levels, badges, insights, and rankings.
Students are rewarded when they achieve goals without penalties for those who do not, thus eliminating the "fear of error" and motivating students to learn. This methodology also allows customization of the path based on topics or difficulty levels, enabling teachers to establish a program
that meets training objectives and introduces elements of fun and competition to engage students.
"Internetopoli" presents the Internet as a city populated by addresses, places, and people, encouraging children to navigate safely through this "virtual city." The app offers visual navigation through six thematic paths with engaging and challenging dynamics typical of gamification, such as
missions to complete, points and badges to earn, rankings to climb, and elements to unlock and collect.
In summary, "Internetopoli" is an innovative and interactive educational application that, through gamification, makes learning Internet-related concepts engaging and enjoyable for primary school and first-year middle school students.
 
Keywords: Digital education, gamification, serious game
 
References: [1] https://internetopoli.it/landing_page/
 
 

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