This thesis aims to analyze the influence of new technologies, with particular reference to video games, on children aged between 12 and 13. Through a qualitative survey conducted by means of an anonymous questionnaire, it is intended to explore how pre-adolescents experience video games from an emotional, relational and educational point of view. The questions given aim to bring out children’s personal opinions, habits and reflections on the role that video games have in their daily lives, including in terms of learning, social skills development and psychological well-being. The main objective is to understand whether and how video games can be considered not only as entertainment tools, but also as potential vehicles for growth and learning. The results of the analysis will be read in the light of theoretical references in the pedagogical field, with the intention of offering useful points of reflection to parents, teachers and educators to promote a conscious and formative use of digital technologies.
La presente tesi si propone di analizzare l'influenza delle nuove tecnologie, con particolare riferimento ai videogiochi, sui ragazzi di età compresa tra i 12 e 13 anni. Attraverso un'indagine qualitativa condotta tramite un questionario anonimo, si intende esplorare come i preadolescenti vivono l'esperienza videoludica sotto il profilo emotivo, relazione ed educativo. Le domande somministrate mirano a far emergere opinioni, abitudini e riflessioni personali dei ragazzi sul ruolo che i videogiochi hanno nella loro quotidianità, anche in termini di apprendimento, sviluppo di competenze sociali e benessere psicologico. L'obiettivo principale è comprendere se e in che modo i videogiochi possano essere considerati non solo strumenti di intrattenimento, ma anche potenziali veicoli di crescita e apprendimento. I risultati dell'analisi saranno letti alla luce di riferimenti teorici in ambito pedagogico, con l'intento di offrire spunti di riflessione utili ai genitori, insegnanti ed educatori per promuovere un uso consapevole e formativo delle tecnologie digitali.
Nuove tecnologie e sviluppo educativo: Un'indagine sul ruolo dei videogiochi nella costruzione delle competenze relazionali in preadolescenza
PRANDINA, ELISA
2024/2025
Abstract
This thesis aims to analyze the influence of new technologies, with particular reference to video games, on children aged between 12 and 13. Through a qualitative survey conducted by means of an anonymous questionnaire, it is intended to explore how pre-adolescents experience video games from an emotional, relational and educational point of view. The questions given aim to bring out children’s personal opinions, habits and reflections on the role that video games have in their daily lives, including in terms of learning, social skills development and psychological well-being. The main objective is to understand whether and how video games can be considered not only as entertainment tools, but also as potential vehicles for growth and learning. The results of the analysis will be read in the light of theoretical references in the pedagogical field, with the intention of offering useful points of reflection to parents, teachers and educators to promote a conscious and formative use of digital technologies.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/95420