The use of competition and creativity as key-driver to promote scientific culture among students?

Abstract

The pedagogical value of game generally speaking, has been extensively argued since the past by several studies of educational scientists (Fröbel, 1826; Decroly, 1921). This conception is based on the idea that young people owns great expressive and creative capabilities and that education, that often involved positive competitive interaction, is able to motivate young people to learn, involving them in knowledge process consistent with their interests and abilities. These kind of activities put at stake imagination and creativity and lead students to actively learn having fun together with their classmates. In this reality, competition, if proposed as further game element, could raise the quality participation of young people to didactical activities and enable collaborative learning processes in which everyone can give its personal contribution to the construction of knowledge seen as a great social game. Moreover, children and teens own several different languages and codes to express themselves that cannot be identified only with formal linguistic skills (oral and written) if we will not lose them (C. Edwards, L.Gandini, G. Forman, 1995)

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