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Digital Homo Ludens
Digital Homo Ludens
When play becomes learning, innovation, and the future
Course description
This MOOC was created with the aim of providing a solid and practical understanding of games as educational, training, and cultural tools, guiding participants through a journey that spans from the theoretical and pedagogical roots of games to the concrete design of playful experiences—both analog and digital—including those supported by Artificial Intelligence.
Through an experiential and project-based approach, it invites participants to experiment with games, analyze examples of gamification and educational video games, and critically reflect on the mechanisms of motivation, feedback, challenge, cooperation, and competition.
Total workload of the course: 15 hours
This MOOC is provided by Politecnico di Milano.
This MOOC was produced as part of the Edvance project – Digital Education Hub per la Cultura Digitale Avanzata. The project is funded by the European Union – Next Generation EU, Component 1, Investment 3.4 “Didattica e competenze universitarie avanzate".
Intended Learning Outcomes
By the end of the mooc, participants will be able to:
- Acquire theoretical knowledge about the evolution of the game and its main characteristics, drawing on the work of leading scholars
ESCO: apply knowledge of social sciences and humanities - Distinguish between and, consequently, design various types of learning through the use of games, particularly Game-Based Learning, Gamification, and Serious Games
ESCO: use learning strategies - Select the appropriate type of game-based media activity based on the context and the learners’ needs, using the mechanics and dynamics described in the literature
ESCO: learning needs analysis - Design simple gamification activities for use in training and educational settings
ESCO: develop training programmes - Use artificial intelligence as a co-pilot in the design and management of recreational projects
ESCO: principles of artificial intelligence - Consciously apply metacognitive processes to reinforce meaningful learning within gamified educational contexts
ESCO: evaluate training - Initiate and facilitate group dynamics within gamified activities
ESCO: conduct educational activities
Prerequisites
No formal knowledge is required.
Activities
In addition to engaging with the content, participants will be invited to:
- design a serious game (individually or collaboratively);
- experiment with an AI tool for generating scripts for game design;
- participate in discussion forums on the role of storytelling in their professional practice.
Section outline
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In Week 1, we will (re)discover what play truly is and why it is so powerful in learning processes. We will explore play as a fundamental aspect of the human experience, examining theoretical and pedagogical contributions that have highlighted its educational, symbolic, relational, and transformative value. We will also introduce the modules of the MOOC course.
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In Week 2, we will enter the world of gamification to explore the difference between serious games and game-based learning, followed by a presentation of game mechanics and dynamics.
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In Week 3, we will move from theory to design: how a game is created, how to develop educational play activities, and how AI can support the design process.
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In Week 4, we will discuss how gamification represents a significant educational innovation, how it can be introduced and managed within a group, how to activate metacognitive assessment processes, and how it can generate certifications through Open Badges for educational innovation design.
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Video transcripts Folder
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Bibliography Page
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Assessment
Your final grade for the course will be based on the results of your answers to the assessed quizzes. You have an unlimited number of attempts at each quiz, but you must wait 15 minutes before you can try again. You will have successfully completed the course if you score 60% (or higher) in each one of the assessed quizzes. The maximum score possible for each quiz is given at the beginning of the quiz. You can view your score in the quiz on your last attempt or on the 'Grades' page.
Certificate
You can achieve a certificate in the form of an Open Badge for this course, if you reach at least 60% of the total score in each one of the assessed quizzes and fill in the final survey.
Once you have completed the required tasks, you will be able to access ‘Get the Open Badge’ and start issuing the badge. Instructions on how to access the badge will be sent to your e-mail address.
The Badge does not confer any academic credit, grade or degree.
Information about fees and access to materials
The course is delivered in online mode and is available free of charge.
Course faculty
Enrico Carosio
Teacher
A trainer, instructor, and consultant in the field of individual and group development, he teaches “Training Methodologies” and “Methods for Working with Children and Adolescents” at the Catholic University of the Sacred Heart, as well as “E-learning Instructional Systems” and “Design and Evaluation of Media Education” at e-Campus University. A professional counselor practicing the Person-Centered Approach. His primary focus is on tools for training and change, conflict management and effective communication, skills development, and digital teaching. He is the founder and a member of the Scientific Committee of CASCO, the Center for Learning and Skills Development in Parma.
Marcello Scaravella
Teacher
Architect, Design & Technology teacher, and game designer. For years, he has been exploring the intersection of education, technology, and the design of immersive experiences, working with schools, teachers, and students on projects related to gamification, virtual reality, artificial intelligence, and STEAM education.
In his work, he combines a design-oriented approach with educational experimentation, transforming digital tools, games, and interactive environments into concrete learning opportunities.
He focuses on educational innovation, workshop design, and the development of learning experiences that actively engage people, placing creativity, participation, and critical thinking at the center.
Mariarosa Lommi
Teacher
An educationalist, educational designer, trainer, and archaeologist, she specializes in designing training programs focused on educational innovation, play, gamification, and digital citizenship. She is a member of CREMIT—the Research Center on Media Education, Innovation, and Technology—a laboratory instructor at the Catholic University of the Sacred Heart, and actively collaborates with Casco Learning—the Center for Learning and Skills Development in Parma. In her research and work, she combines active methodologies, design thinking, storytelling, and digital tools to create participatory and transformative educational experiences, with a particular focus on creativity, critical thinking, and collaboration.
Contact details
If you have any enquiries about the course or if you need technical assistance please contact pok@polimi.it. For further information, see FAQ page.