From humanities to STEAM: gamified learning and the development of digital competencies in the classical high school

Authors

DOI:

https://doi.org/10.29329/pedper.2025.128

Keywords:

Gamification, Escape room, Classics, Python, Coding

Abstract

Although classical high schools in Italy are traditionally associated with lecture-based instruction, the integration of gamification offers promising ways to enhance student engagement and motivation. This study addresses the challenge of incorporating digital and computational competencies into humanistic education by examining the implementation of gamified learning strategies at classical high school with STEAM curriculum in the South of Italy. The purpose of the study is to explore how tools such as escape rooms, educational robotics, and artificial intelligence can transform the perception of coding, specifically Python programming, as a relevant and accessible subject within a classical curriculum. A longitudinal mixed-methods case study design was adopted. The sample included 52 students and 3 teachers who voluntarily participated in a year-long innovation program. Data were collected through pre/post questionnaires, direct observation, performance assessments, and interviews. Quantitative data were analyzed using chi-square tests; qualitative data were examined via thematic analysis. Results revealed a significant increase in students’ motivation, particularly in coding and robotics activities. Students reported enhanced engagement, improved collaboration, and reduced anxiety through AI-assisted coding. Teachers also perceived improved digital and pedagogical competencies, despite time constraints. Escape rooms emerged as particularly effective for promoting active learning, problem-solving, and interdisciplinary connections. These findings highlight the transformative potential of gamification in classical education settings. Practical implications include the need for professional development focused on integrating playful learning strategies. Future research should further explore scalable models to bridge the gap between humanities and digital education through sustained pedagogical innovation.

Author Biographies

Daniela Canfarotta, Liceo Classico Francesco Scaduto, Department of Humanities

Daniela Canfarotta is a teacher of Latin and Ancient Greek at the Liceo Ginnasio di Stato “Francesco Scaduto” in Bagheria, Italy. In March 2020, she was awarded a joint PhD in Pedagogical and Didactic Teacher Training from the University of Palermo and the University of Burgos (Spain). She furthered her research at the University of Leicester (UK), where she earned the additional title of Doctor Europaeus.

Since 2021, she has been a member of the editorial board of the scientific journal Journal of Groundwork Cases and Faculty of Judgment. On March 25, 2021, she received the Extraordinary Doctorate Award from the University of Burgos. She has collaborated with University Colleges of Merit in the training of undergraduate students and has delivered professional development webinars for secondary school teachers through the National Center for Classical Studies GrecoLatino Vivo.

She has participated in national and international conferences and is the author of several articles published in peer-reviewed journals.

Manuela Pipitone, Liceo Classico Francesco Scaduto, Department of Sciences

Manuela Pipitone, PhD in Mathematics, is a secondary school teacher of Mathematics and Physics at Liceo Classico “Francesco Scaduto” in Bagheria, Italy. Her academic and professional work focuses on the integration of humanities and STEAM education, with a specific interest in artificial intelligence in education, gamified learning, critical thinking, and digital competence development in classical curricula. She has published research on the educational use of the metaverse and on transdisciplinary teaching approaches in secondary education. Dr. Pipitone collaborates with universities, third-sector organisations, and international partners to design and implement innovative educational projects and teacher training programmes that promote active learning methodologies and technology-enhanced instruction

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Published

30-12-2025

How to Cite

Canfarotta, D., & Manuela Pipitone. (2025). From humanities to STEAM: gamified learning and the development of digital competencies in the classical high school. Pedagogical Perspective, 4(3), 582–597. https://doi.org/10.29329/pedper.2025.128