The paper aims to illustrate the active role that digitalisation has assumed in making learning activities playful and enjoyable for today's children. Through the description of some exemplary Case Studies, the work presented intends to underline, within the scope of children’s products, the connection between the physical and digital world and how predetermined by the design, it allows for expansion of learning potential, shifting it from traditional teaching ways towards more active and digitised learning experience, in line with European policy initiatives. This process for modernising education, accelerated by the ongoing pandemic, offers new opportunities for innovation to design phygital tools for enhanced learning.

Playful Experience for Kids: Phygital Product Design for Enhanced Learning

Benedetta Terenzi
2021

Abstract

The paper aims to illustrate the active role that digitalisation has assumed in making learning activities playful and enjoyable for today's children. Through the description of some exemplary Case Studies, the work presented intends to underline, within the scope of children’s products, the connection between the physical and digital world and how predetermined by the design, it allows for expansion of learning potential, shifting it from traditional teaching ways towards more active and digitised learning experience, in line with European policy initiatives. This process for modernising education, accelerated by the ongoing pandemic, offers new opportunities for innovation to design phygital tools for enhanced learning.
2021
978-84-09-27666-0
File in questo prodotto:
Non ci sono file associati a questo prodotto.

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11391/1520044
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact