CLEVERNESS

Technologies to support the weakest groups: young and old

The Covid-19 emergency has drawn attention to the relationship between innovative technologies and society. This project proposal targets two social contexts particularly affected by this emergency: the young and the elderly. As an example, Covid-19 forced the use of computer-based methods for the delivery of distance education. One part of the project intends to focus on an area of methodological and technological innovation with broad perspectives, namely serious games. In particular, the proposal aims at exploiting SG as a tool for educational innovation.  The ICAR group will undertake an analysis of the mental pathways involved in high-level thinking processes (problem-solving and decision-making) in serious gaming contexts.

Funding: FOE 2020 (MUR)

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Serious games as emerging e-health interventions for young people with neurological or respiratory disorders

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