Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance

Int J Environ Res Public Health. 2022 Sep 5;19(17):11132. doi: 10.3390/ijerph191711132.

Abstract

The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for assessment and training that overcome physical distancing due to COVID-19 in learning. We introduce some examples of these methodologies. The experiences and results represent a pool of resources for experiential learning in everyday educational practice and not merely for responding to emergencies caused by pandemics.

Keywords: hybrid materials; learning materials; serious games; technology enhanced learning.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Books
  • COVID-19* / epidemiology
  • Education, Distance*
  • Humans
  • Learning
  • Pandemics / prevention & control
  • Problem-Based Learning

Grants and funding

BlockMagic was funded by the European Commission under the call LLP-Comenius grant number 517936-LLP-1-2011-1-IT-COMENIUS-CMP. ENACT was funded by the European Commission under the call Erasmus+ KA3 grant number 580362-EPP-1-2016-1-IT-EPPKA3-IPI-SCO-IN. The authors designed the examples described in the paper in collaboration with their research team.