Scientific international studies made in the last years in fundamental branches of knowledge, such as pedagogy, psychology, anthropology, and neuroscience, confirm the decisive role of playing a game in individual cognitive evolution. On this bases, the format T. Game, Total Game, finds its birth. It’s been created to present in fifty minutes of a playful educational activity, relational and emotional dynamics we encounter during our lives. A gameinside which we learn to become acting and acted individuals, according to the perspective of social cognitive psychology too. In this format, music and movement, mind and body, have the main role, according to a cognitive view, as they stimulate and motivate participants to become aware of the emotions role in human relationships, both in our private and professional life. The format is an example of real Design Thinking, and it’s been offered in different educational and professional situations. An emotions map has been given to people taking part in the event. They had to find out, inside the map their own existential situation, according to four life sceneries (work, love, home, and relationships). We also have been able to explore reactions of participants, through two research ranges done before experiencing the format and six months after it. Interesting data emerged to demonstrate the scientific validity of the format, and the role that art and music have in building winning cognitive procedures (Alessandro Bertirotti).
Gli studi scientifici internazionali, condotti negli ultimi anni in fondamentali branche del sapere, come la pedagogia, la psicologia, l’antropologia e le neuroscienze, confermano il ruolo de-terminante del gioco nell’evoluzione cognitiva individuale. Proprio sulla base di questi presup-posti, nasce il format T.Game, Total Game, ideato per simulare, in cinquanta minuti di attività ludico-formativa, le dinamiche relazionali ed emozionali che si verificano nel corso della vita. Un gioco all’interno del quale si impara a diventare soggetti agenti ed agiti, anche secondo la prospettiva della psicologia sociale cognitiva. In questo format, la musica e il movimento, dunque mente e corpo, acquistano un ruolo predo-minante in ottica cognitiva, perché stimolano e motivano i partecipanti nella presa di coscienza del ruolo delle emozioni nelle relazioni umane, sia nella vita privata che professionale. Il format, un vero e proprio esempio di Design Thinking, è stato proposto in vari contesti pro-fessionali e formativi. Ai partecipanti è stata fornita una mappa delle emozioni (spirale delle emozioni), all’interno della quale riconoscere la propria situazione esistenziale, in riferimento a quattro scenari vitali (lavoro, amore, casa e relazioni). Abbiamo inoltre effettuato un’indagine esplorativa sui partecipanti, attraverso due scale di ricerca, proposte prima dell’esperienza e ri-proposte dopo sei mesi da essa. Emergono dati interessanti, che dimostrano la validità scientifica del format, e il ruolo che l’arte e la musica svolgono nella formazione di processi cognitivi vincenti (Alessandro Bertirotti).
Take the Information and Change (your life) (T.I.C.): A New Method to Learn and Live Emotions and Relationships in a Given Space
Bertirotti, Alessandro;
2018-01-01
Abstract
Scientific international studies made in the last years in fundamental branches of knowledge, such as pedagogy, psychology, anthropology, and neuroscience, confirm the decisive role of playing a game in individual cognitive evolution. On this bases, the format T. Game, Total Game, finds its birth. It’s been created to present in fifty minutes of a playful educational activity, relational and emotional dynamics we encounter during our lives. A gameinside which we learn to become acting and acted individuals, according to the perspective of social cognitive psychology too. In this format, music and movement, mind and body, have the main role, according to a cognitive view, as they stimulate and motivate participants to become aware of the emotions role in human relationships, both in our private and professional life. The format is an example of real Design Thinking, and it’s been offered in different educational and professional situations. An emotions map has been given to people taking part in the event. They had to find out, inside the map their own existential situation, according to four life sceneries (work, love, home, and relationships). We also have been able to explore reactions of participants, through two research ranges done before experiencing the format and six months after it. Interesting data emerged to demonstrate the scientific validity of the format, and the role that art and music have in building winning cognitive procedures (Alessandro Bertirotti).File | Dimensione | Formato | |
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