{"id":1088,"date":"2024-06-15T15:41:57","date_gmt":"2024-06-15T14:41:57","guid":{"rendered":"https:\/\/staging.gamethinkers.it\/portfolio\/ross-e-la-sgrammanebbia-serious-game\/"},"modified":"2026-02-24T17:09:50","modified_gmt":"2026-02-24T16:09:50","slug":"ross-e-la-sgrammanebbia-videogioco-educativo","status":"publish","type":"portfolio","link":"https:\/\/staging.gamethinkers.it\/en\/portfolio\/ross-e-la-sgrammanebbia-videogioco-educativo\/","title":{"rendered":"Ross e la Sgrammanebbia: learn grammar with a video game"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">A video game designed for classroom play<\/h2>\n\n<p class=\"wp-block-paragraph\"><strong>Educational video games <\/strong>(<em>edugame<\/em>) are nothing new. Nor is their use as a support for teaching; they can be crafted to cover any topic, enhancing learning through play.<\/p>\n\n<p class=\"wp-block-paragraph\">But, until now, their employment was limited to <em>after-school activities <\/em>as support for studying or rehearsing at home. A specific videogame tool for teachers was actually missing, a support for teachers to use <em>during the lesson<\/em>.<\/p>\n\n<p class=\"wp-block-paragraph\"><strong>This is the innovative component of Deascuola\u2019s request: to create an educational video game to be played in the classroom.<\/strong><\/p>\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Ross e la Sgrammanebbia: il primo videogioco didattico di grammatica\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/7LVDTjUA0FQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n<h3 class=\"wp-block-heading\">Customer need<\/h3>\n\n<p class=\"wp-block-paragraph\"><em>Today, educational video games are designed for a generic target that often corresponds to families and are not crafted as support for students in school or for homework. Teachers struggle to adapt the digital tools they need to search online and analyse before including them in their course syllabus\u201d \u2013 <\/em><a href=\"https:\/\/blog.deascuola.it\/articoli\/videogioco-per-imparare-la-grammatica-italiana#:~:text=I%20videogiochi%20educativi%20sono%20un%20prodotto%20che%20oggi%20%C3%A8%20progettato%20e%20ideato%20per%20un%20target%20generico%20che%20spesso%20sono%20le%20famiglie%20e%20non%20%C3%A8%20indirizzato%20alla%20classe%20come%20supporto%20alla%20lezione%20o%20al%20ripasso.\" target=\"_blank\" rel=\"noreferrer noopener\">blog.deascuola.it<\/a><\/p>\n\n<p class=\"wp-block-paragraph\">With <strong>Ross e la Sgrammanebbia<\/strong>, Deascuola had two goals:<\/p>\n\n<ol class=\"wp-block-list\">\n<li>create a video game that could <strong>support teachers during class hours<\/strong><\/li>\n\n\n\n<li>analyse and understand the impact of video games on teaching<\/li>\n<\/ol>\n\n<p class=\"wp-block-paragraph\">Specifically, the customer wanted a solution to trasnform the traditional exercises into an engaging experience, as they are often considered boring by students.<\/p>\n\n<h3 class=\"wp-block-heading\">Customization<\/h3>\n\n<p class=\"wp-block-paragraph\">To attain the desired outcome, we had to grant the teacher the flexibility to modify exercise content at their discretion, allowing for seamless adaptation to their students\u2019 levels and requirements. Put simply, our approach should have involved crafting a game with the highest degree of <strong>customizability<\/strong> possible. <\/p>\n\n<p class=\"wp-block-paragraph\">Moreover, the solution needed to guarantee the spontaneity of exercise content, enhancing the gaming experience with an element of unpredictability.<\/p>\n\n<h2 class=\"wp-block-heading\">How we did it<\/h2>\n\n<p class=\"wp-block-paragraph\">In video games, likewise books and movies, an unspoken <strong>narrative pact<\/strong> exists between the game developers and the players. This agreement entails players willingly surrendering themselves to the immersive narrative, in exchange for a captivating and compelling story.<\/p>\n\n<p class=\"wp-block-paragraph\">For the Deascuola video game to succeed, it was imperative that the educational intent seamlessly integrated into the narrative flow without disrupting the established pact, ensuring a harmonious balance between engagement and learning.<\/p>\n\n<h3 class=\"wp-block-heading\">Design studio<\/h3>\n\n<p class=\"wp-block-paragraph\">The most ambitious aspect of the project revolved around the meticulous transposition of grammar exercises from traditional classroom teaching into a video game. This endeavour demanded a delicate balance, preserving the didactic purpose while simultaneously crafting an immersive and captivating storytelling experience.<\/p>\n\n<p class=\"wp-block-paragraph\">The greatest effort was intricately tied to the <strong>design study<\/strong>, specifically exploring how to effectively portray a grammar exercise within the confines of a video game.<\/p>\n\n<h3 class=\"wp-block-heading\">Features<\/h3>\n\n<p class=\"wp-block-paragraph\"><strong>Teacher<\/strong><\/p>\n\n<p class=\"wp-block-paragraph\">The final solution allows the teacher to:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>structure the use of the video game in alignment with its educational programme by thoughtfully selecting and arranging the order of levels;<\/li>\n\n\n\n<li>limit students\u2019 access to the game through unlock codes that teachers provide to the class before delving into a new topic \u2013 this ensures a structured and synchronized progression in line with the educational plan;<\/li>\n\n\n\n<li>access each individual educational activity to reintroduce the game even in class without following the narrative;<\/li>\n\n\n\n<li>integrate the educational offer with the instructions provided in the video game guide available in the dedicated area.<\/li>\n<\/ul>\n\n<p class=\"wp-block-paragraph\"><strong>Student<\/strong><\/p>\n\n<p class=\"wp-block-paragraph\">The final solution allows the student to:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>tackle both educational and playful challenges at each level, earning an overall score;<\/li>\n\n\n\n<li>discover new elements every time they play the game;<\/li>\n\n\n\n<li>improve their score by replaying a level multiple times;<\/li>\n\n\n\n<li>pause the game without losing the accumulated score up to that point, thanks to the intermediate checkpoints present in each level.<\/li>\n<\/ul>\n\n<h3 class=\"wp-block-heading\">Graphics and programming<\/h3>\n\n<p class=\"wp-block-paragraph\">From a graphic perspective, \u201cRoss and La Sgrammanebbia\u201d features a 2D aesthetic that aligns well with the educational context in which it is employed. The use of 2D animations allows a clear and direct presentation of grammatical concepts, essential to facilitate learning. The character and scenery design is simple yet effective, employing colors and shapes that capture students\u2019 attention without diverting focus from the educational content. The decision to opt for 2D graphics is also strategically advantageous, as it enhances accessibility and reduces hardware resource requirements, enabling effective functionality even on devices with limited technical specifications.<br\/>Being a web app, the game is easily accessible through a browser, making it particularly suitable for educational environments where students might not have access to specific gaming devices.<\/p>\n\n<h2 class=\"wp-block-heading\">Result<\/h2>\n\n<p class=\"wp-block-paragraph\">With \u201cRoss e la Sgrammanebbia\u201d, Deascuola enhances the traditional and essential grammar rulebook and exercises through the immersive experience of a video game.<\/p>\n\n<p class=\"wp-block-paragraph\"><strong>This marks the first project of its<\/strong> <strong>kinds in Italy<\/strong>.<\/p>\n\n<h3 class=\"wp-block-heading\">Numbers and data<\/h3>\n\n<p class=\"wp-block-paragraph\">To scrutinize and comprehend the influence of video games on education, in alignment with the objectives set by Deascuola in developing Ross e la Sgrammanebbia, data and feedback were systematically gathered from select classroom samples.<\/p>\n\n<ul class=\"wp-block-list\">\n<li>2 cities (Turin and Milan)<\/li>\n\n\n\n<li>6 schools<\/li>\n\n\n\n<li>10 teachers<\/li>\n\n\n\n<li>10 classes<\/li>\n\n\n\n<li>185 students aged 11-12<\/li>\n<\/ul>\n\n<h3 class=\"wp-block-heading\">Feedback<\/h3>\n\n<p class=\"wp-block-paragraph\">The study phase concluded with an interview involving the actual protagonists of the project: teachers and students.<\/p>\n\n<p class=\"wp-block-paragraph\"><strong>For teachers<\/strong><\/p>\n\n<p class=\"wp-block-paragraph\">The teachers involved in the testing phase identified three distinct objectives for introducing the game\/video game in the classroom:<\/p>\n\n<ul class=\"wp-block-list\">\n<li>motivational objectives (foster enthusiasm and interest in the subject)<\/li>\n\n\n\n<li>social objectives (collaborative learning with peers)<\/li>\n\n\n\n<li>the training objective (reinforce previously acquired content through repetition)<\/li>\n<\/ul>\n\n<p class=\"wp-block-paragraph\">The time actually allocated to the game, in certain cases, surpassed the total duration of the lesson.<\/p>\n\n<p class=\"wp-block-paragraph\"><strong>For students<\/strong><\/p>\n\n<p class=\"wp-block-paragraph\">The activity received a positive evaluation from over 85% of the students, with a higher level of appreciation among girls than boys. About 95% of them stated that video games can be introduced into schools for the learning of disciplinary knowledge. <\/p>\n\n<h2 class=\"wp-block-heading\">Opportunities in the field of edutainment<\/h2>\n\n<p class=\"wp-block-paragraph\">The use of games in Italian schools and, more broadly, in the field of education, is still quite restricted, often geared towards pure entertainment or exercise rather than being recognized as a genuine learning environment.<\/p>\n\n<p class=\"wp-block-paragraph\">Video games present an opportunity to align teaching with the digital native generations, who effortlessly transition between real-world contexts and virtual environments.<\/p>\n\n<p class=\"wp-block-paragraph\">At Game Thinkers, we delve into and implement innovative educational solutions that cater to specific needs, exemplified by projects like \u201cRoss and Sgrammanebbia\u201d for Deascuola.<\/p>\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/ross.deascuola.it\/\" target=\"_blank\" rel=\"noreferrer noopener\">Website DeAgostini<\/a><\/p>\n","protected":false},"featured_media":1168,"parent":0,"menu_order":0,"template":"","settore":[47,57],"class_list":["post-1088","portfolio","type-portfolio","status-publish","has-post-thumbnail","hentry","settore-education","settore-publishing-industry"],"meta_box":{"portfolio_achievements":"","portfolio_description":"<p>Created for Deascuola (Mondadori Group) and listed among the <a href=\"https:\/\/romevideogamelab.it\/it\/news-ita\/330-best-applied-game-le-nomination\">Top Applied Games of 2022<\/a>, \u201cRoss e la Sgrammanebbia\u201d is the first educational video game that teaches the fundamentals of Italian grammar, designed to adapt to the ministerial programs and be used as a teaching support tool by teachers.<\/p>\n","portfolio_is_a_partner":"0","portfolio_partner":"<p><a title=\"Partner Commerciale - Deascuola (Gruppo Mondadori)\" href=\"https:\/\/deascuola.it\/\">Deascuola<\/a> (Gruppo Mondadori)<\/p>\n","portfolio_settore":[{"term_id":47,"name":"Education","slug":"education","term_group":0,"term_taxonomy_id":47,"taxonomy":"settore","description":"","parent":0,"count":4,"filter":"raw"},{"term_id":57,"name":"Publishing industry","slug":"publishing-industry","term_group":0,"term_taxonomy_id":57,"taxonomy":"settore","description":"","parent":0,"count":1,"filter":"raw"}],"portfolio_image_gallery":[{"width":150,"height":150,"file":"GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment.jpg","filesize":124298,"sizes":{"medium":{"file":"GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment-960x672.jpg","width":960,"height":672,"mime-type":"image\/jpeg","filesize":71082,"url":"https:\/\/staging.gamethinkers.it\/wp-content\/uploads\/GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment-960x672.jpg"},"thumbnail":{"file":"GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment-150x150.jpg","width":150,"height":150,"mime-type":"image\/jpeg","filesize":4721,"url":"https:\/\/staging.gamethinkers.it\/wp-content\/uploads\/GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment-150x150.jpg"},"medium_large":{"file":"GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment-768x538.jpg","width":768,"height":538,"mime-type":"image\/jpeg","filesize":59768,"url":"https:\/\/staging.gamethinkers.it\/wp-content\/uploads\/GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment-768x538.jpg"}},"image_meta":{"aperture":"0","credit":"","camera":"","caption":"","created_timestamp":"0","copyright":"","focal_length":"0","iso":"0","shutter_speed":"0","title":"","orientation":"1","keywords":[]},"ID":"717","name":"GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment.jpg","path":"\/home\/tinybull\/staging\/staging.gamethinkers.it\/wp-content\/uploads\/GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment.jpg","url":"https:\/\/staging.gamethinkers.it\/wp-content\/uploads\/GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment-150x150.jpg","full_url":"https:\/\/staging.gamethinkers.it\/wp-content\/uploads\/GameThinkers-portfolio-Ross-e-la-Sgrammanebbia-studio-dungeon-environment.jpg","title":"Screen Test Ambiente Dungeon - Ross e la Sgrammanebbia","caption":"","description":"Screen test dell\u2019ambiente dungeon per il gioco educativo Ross e la Sgrammanebbia, sviluppato da GameThinkers in collaborazione con Deascuola. 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