This thesis explores the use of board games as a teaching tool to consolidate historical and chronological skills in a third grade primary school class. After an initial chapter devoted to a theoretical and multidisciplinary analysis of the game, the main methodological approaches justifying its inclusion in the educational context will be examined, with a focus on history. The second part of the thesis will focus on the educational project carried out in the classroom: its design and structure, based on game stations (clock reading, timeline, prehistoric events) will be illustrated, followed by an analysis of the data collected through tests, observations and evaluation tools. The results will show how the playful approach favoured the consolidation of historical knowledge already acquired and strengthened the pupils' motivation, collaboration and participation.
La tesi esplora l’utilizzo dei giochi da tavolo come strumento didattico per consolidare le competenze storiche e cronologiche in una classe terza della scuola primaria. Dopo un primo capitolo dedicato all’analisi teorica e multidisciplinare del gioco, verranno esaminati i principali approcci metodologici che ne giustificano l’inserimento in ambito didattico, con un focus sulla storia. La seconda parte della tesi si concentrerà sul progetto didattico realizzato in aula: ne verrà illustrata la progettazione e la struttura, basata su delle stazioni-gioco (lettura dell’orologio, linea del tempo, eventi preistorici), seguita da un’analisi dei dati raccolti attraverso test, osservazioni e strumenti valutativi. I risultati mostreranno come l’approccio ludico abbia favorito il consolidamento delle conoscenze storiche già acquisite e abbia rafforzato la motivazione, la collaborazione e la partecipazione degli alunni.
“Giocare con la storia”: il gioco da tavolo come strategia per consolidare le competenze cronologiche e storiche in una classe terza della scuola primaria
ANDRIOLLO, MARTINA
2024/2025
Abstract
This thesis explores the use of board games as a teaching tool to consolidate historical and chronological skills in a third grade primary school class. After an initial chapter devoted to a theoretical and multidisciplinary analysis of the game, the main methodological approaches justifying its inclusion in the educational context will be examined, with a focus on history. The second part of the thesis will focus on the educational project carried out in the classroom: its design and structure, based on game stations (clock reading, timeline, prehistoric events) will be illustrated, followed by an analysis of the data collected through tests, observations and evaluation tools. The results will show how the playful approach favoured the consolidation of historical knowledge already acquired and strengthened the pupils' motivation, collaboration and participation.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/94491