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