La Gamification in e-learning it is an increasingly used didactic planning method, because the game promotes user involvement, tests the acquired knowledge, enlivens the progress of a theoretical course, and obviously guarantees interactivity.
It can be used in the educational path as a case to be examined, or as a tutorial, or it can be the final test.
The user is tested on the topics covered through interactions of various levels of complexity, anchored to the pre-defined didactic objectives.
In support, Piazza Copernico on the one hand develops an in-depth didactic project (for example through the construction of metaphorical contexts) and graphics, on the other hand uses the technology of SVG animation (Scalable Vector Graphics), which allows you to view vector graphic objects, and then manage dimensionally scalable images, quick to load, editable by web code.
A prime example of Game are courses for learning the use of IT procedures (Procedural) based on an sinteractive imulation, which has the fundamental purpose of developing skills and competences to be applied in the real world through exercise in a simulated and protected environment. The didactic sequence generally foresees three different learning moments: the Theory, with the presentation of the part of the procedure being learned and an animated description of the operational phase; Simulation, in which the user is asked to interact with the application having, in the event of an error, available a series of feedback with suggestions; the Exercise, in which the user is asked to carry out an operating process without supports and with the recording of the path taken and any errors made.
Another example are i Summary, summary modules within and / or at the end of a course, in which the user is asked to verify the knowledge acquired through a test (intermediate or final) borrowed from games.