DIGITAL LIBRARY
RISCHIATUTTO EDU - THE ITALIAN FORMAT FOR A SERIOUS GAME FOR CREATING AND PLAY CHALLENGING GAMES
1 ITE Tosi Busto Arsizio (ITALY)
2 IC Galilei Tradate (ITALY)
About this paper:
Appears in: ICERI2023 Proceedings
Publication year: 2023
Pages: 8326-8331
ISBN: 978-84-09-55942-8
ISSN: 2340-1095
doi: 10.21125/iceri.2023.2130
Conference name: 16th annual International Conference of Education, Research and Innovation
Dates: 13-15 November, 2023
Location: Seville, Spain
Abstract:
Referring to a television format in vogue in Italy in the 60s, revived for a very brief moment in the 90s, the game Rischiatutto Edu offers a platform for creating and conducting challenging quiz matches on the contents that the teacher can customize to his liking.
From a pedagogical point of view, the students are involved in a competition on educational content, in full logic of a serious game.

During construction, the titles of the columns, the type of question and any type of multimedia resource are decided. The flexibility just described favors the creation of game board oriented to any kind of subject, from the humanities to the scientific ones. Someone will insert famous paintings and someone else screens of Cartesian axes, someone poems recited by famous actors or passages related to listening.

As often happens between gamification and serious games, the trump card is not only to create the challenge in the classroom but to ask students to create, through a shared document, the rounds of questions and answers useful for creating a game board. This all doubles the challenge and students are really at the center of the learning process. Not only that, they are projected towards a level of centrality that forces them to know, organize, use language skills and research or organize materials in a digital context. Clearly, the goals scored go beyond the mere "let's play together!".

Developed by teachers, simple to be used, accompanied by light and pleasant graphics, the game looks like this:
- 6 thematic areas represented in columns
- 6 questions per column with a hidden Joker in between
- possible inclusion of images or videos to support the questions
- questions with open answers or with up to 4 answers that are randomized each time
- 3 teams in play.

Challenges can be created with 3 different classes or by organizing the classroom into 3 groups. Games can be resumed at different times. The same game board can be reused in different games (for example class 4A and 4B).
Last but not least, users can see, duplicate and edit the public game boards, in a logic of open resources.

The name of the game means “risk everything” and it was chosen because in the television version the competitors, in the last round, played all the way or doubles. This procedure is not reapplied in the serious game.
Keywords:
Television format, gaming, Rischiatutto.