Automated Author Profile

Peconio, Guendalina

Current S-Index

1.2

Sum of Dataset Indices for all datasets

Average Dataset Index per Dataset

1.2

Average Dataset Index per dataset

Total Datasets

1

Total datasets for this author

Average FAIR Score

50.0%

Average FAIR Score per dataset

Total Citations

0

Total citations to the author's datasets

Total Mentions

0

Total mentions of the author's datasets

S-Index Interpretation

S-Index Over Time

Cumulative Citations Over Time

Cumulative Mentions Over Time

Datasets

L'uso dei Serious Game per lo sviluppo delle soft skills (Version: 1.0)

At the end of the 20th century, scientific and technological discoveries opened the door to a society characterized by globalization, high mobility of individuals and goods, and ever-evolving digitization and technical interconnectivity. In recent years, moreover, special attention has been paid to soft skills; suffice it to say that in the Italian scenario, the Chamber of Deputies, on January 12, 2022, approved a bill nomenclated "Provisions for the prevention of school dropout through the experimental introduction of noncognitive skills in the teaching method," which provides for a three- year experiment in first- and second-grade secondary schools of "noncognitive" skills of students. Studies in the literature (Michnick-Golinkoff and Hirsh-Pasek, 2016) have found that soft skills account for 85 percent of success and therefore, developing and improving them promotes employability, as well as higher wages. The goal of the following article is to highlight how soft skills can be developed through gamified learning experiences, with particular regard toward Serious Games.

Authors

  • Rossi, Martina ;
  • Peconio, Guendalina ;
  • Ciletti, Michele ;
  • Toto, Giusi Antonia
0 Citations0 Mentions50% FAIR1.2 Dataset Index
10.1285/i24995835v2022n17p1752022