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Papers by anita macauda

Research paper thumbnail of Representation of learning in the post-digital: students’ dropout predictive models with artificial intelligence algorithms

Research on Education and Media, Jan 28, 2023

Within scientific debate on post-digital and education, we present a position paper to describe a... more Within scientific debate on post-digital and education, we present a position paper to describe a research project aimed at the design of a predictive model for students' low achievements in mathematics in Italy. The model is based on the INVALSI data set, an Italian large-scale assessment test, and we use decision trees as the classification algorithm. In designing this tool, we aim to overcome the use of economic, social, and cultural context indices as main factors for the prediction of a learning gap occurrence. Indeed, we want to include a suitable representation of students' learning in the model, by exploiting the data collected through the INVALSI tests. We resort to a knowledge-based approach to address this issue and specifically, we try to understand what knowledge is introduced into the model through the representation of learning. In this sense, our proposal allows a students' learning encoding, which is transferable to different students' cohort. Furthermore, the encoding methods may be applied to other large-scale assessments test. Hence, we aim to contribute to a debate on knowledge representation in AI tool for education.

Research paper thumbnail of Image Education and Visual Digital Storytelling

Lecture notes in networks and systems, 2023

Research paper thumbnail of Teaching with Digital Conceptual Maps for the Development of Inclusive Processes

Research paper thumbnail of Musei e digitale: percorsi di alternanza scuola-lavoro con il patrimonio

Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al ... more Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al coinvolgimento dei giovani. Infatti, l\u2019impiego di differenti dispositivi tecnologici e linguaggi digitali permette loro di avvicinarsi al patrimonio reinterpretando in modo originale i suoi significati. In particolare, attraverso la collaborazione tra scuole ed enti sul territorio, i giovani hanno la possibilit\ue0 di partecipare a percorsi educativi di qualit\ue0, anche in alternanza scuola-lavoro, in cui acquisiscono e sviluppano, mediante l\u2019utilizzo di strumenti e ambienti digitali, conoscenze sul patrimonio e competenze relative allo sviluppo del pensiero creativo, del senso di autonomia e responsabilit\ue0, della capacit\ue0 di collaborare e cooperare. Nello specifico la sperimentazione qui presentata ha portato i giovani a rielaborare in modo creativo gli oggetti culturali realizzando originali artefatti e raffinati allestimenti all\u2019interno delle sale bianche del Museo Officina dell\u2019Educazione (MOdE).Recent research into the relationship between museums and the digital has yielded significant data in regard to young people\u2019s involvement. Indeed, the use of different technological devices and digital languages allows them to approach the heritage by reinterpreting its meanings in an original way. In particular, via the collaboration between schools and bodies on the territory, young people have the chance to take part in quality educational processes, including school-work alternance. The young people acquire and develop, by means of the use of digital tools and environments, knowledge about the heritage and skills relating to the development of creative thinking, the sense of autonomy and responsibility, the capacity to collaborate and to cooperate. Specifically, the experimentation presented here has led to young people to creatively re-elaborate the cultural objects by realizing original artefacts and refined installations inside the white rooms of the Museo Officina dell\u2019Educazione (MOdE)

Research paper thumbnail of Augmented reality environments for shared knowledge-building

In the last few years several studies have focussed their attention on the use of augmented reali... more In the last few years several studies have focussed their attention on the use of augmented reality in the educational contexts. The efficacy of the training paths realised by means of augmented reality represents one of the most interesting themes in the current debate, especially as regards the design, implementation and evaluation of an augmented didactics to be led back to within an adequate theoretical and methodological framework. In particular, the applications of augmented reality are analysed with reference to the new methods of learning, hinging upon a shared construction of learning. With reference to school didactics, the present contribution seeks to propose a reflection on educational experiences realised in augmented reality environments, highlighting their positives as well as their critical aspects

Research paper thumbnail of Audiovisual as an Atelier. Theoretical Framework and Educational Applications

Communications in computer and information science, 2023

Research paper thumbnail of Digital Participation in Community Life: How Young People Communicate Heritage

Research paper thumbnail of Augmented Reality in Arts Education

Research paper thumbnail of Representation of learning in the post-digital: students’ dropout predictive models with artificial intelligence algorithms

Research on Education and Media

Within scientific debate on post-digital and education, we present a position paper to describe a... more Within scientific debate on post-digital and education, we present a position paper to describe a research project aimed at the design of a predictive model for students’ low achievements in mathematics in Italy. The model is based on the INVALSI data set, an Italian large-scale assessment test, and we use decision trees as the classification algorithm. In designing this tool, we aim to overcome the use of economic, social, and cultural context indices as main factors for the prediction of a learning gap occurrence. Indeed, we want to include a suitable representation of students’ learning in the model, by exploiting the data collected through the INVALSI tests. We resort to a knowledge-based approach to address this issue and specifically, we try to understand what knowledge is introduced into the model through the representation of learning. In this sense, our proposal allows a students’ learning encoding, which is transferable to different students’ cohort. Furthermore, the encod...

Research paper thumbnail of Educare con la robotica: esperienze didattiche nella scuola dell\u2019infanzia

Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull&#... more Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull'apprendimento. In particolare, nella scuola dell\u2019infanzia sono stati introdotti robot-giocattolo da programmare attraverso software intuitivi come Bee Bot, Blue-Bot, Cubetto, Ozobot e Dash and Dot, con l\u2019obiettivo di stimolare il pensiero logico e creativo nei pi\uf9 piccoli. Le ricerche mostrano come l'uso di questi robot, se inserito all\u2019interno di una specifica progettazione educativa, pu\uf2 ridefinire il rapporto del bambino con le esperienze di conoscenza

Research paper thumbnail of Augmented reality environments for shared knowledge-building

Печать Сервис XXI век (Servizio di Stampa del XXI secolo), 2019

In the last few years several studies have focussed their attention on the use of augmented reali... more In the last few years several studies have focussed their attention on the use of augmented reality in the educational contexts. The efficacy of the training paths realised by means of augmented reality represents one of the most interesting themes in the current debate, especially as regards the design, implementation and evaluation of an augmented didactics to be led back to within an adequate theoretical and methodological framework. In particular, the applications of augmented reality are analysed with reference to the new methods of learning, hinging upon a shared construction of learning. With reference to school didactics, the present contribution seeks to propose a reflection on educational experiences realised in augmented reality environments, highlighting their positives as well as their critical aspects

Research paper thumbnail of Musei e digitale: percorsi di alternanza scuola-lavoro con il patrimonio

Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al ... more Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al coinvolgimento dei giovani. Infatti, l\u2019impiego di differenti dispositivi tecnologici e linguaggi digitali permette loro di avvicinarsi al patrimonio reinterpretando in modo originale i suoi significati. In particolare, attraverso la collaborazione tra scuole ed enti sul territorio, i giovani hanno la possibilit\ue0 di partecipare a percorsi educativi di qualit\ue0, anche in alternanza scuola-lavoro, in cui acquisiscono e sviluppano, mediante l\u2019utilizzo di strumenti e ambienti digitali, conoscenze sul patrimonio e competenze relative allo sviluppo del pensiero creativo, del senso di autonomia e responsabilit\ue0, della capacit\ue0 di collaborare e cooperare. Nello specifico la sperimentazione qui presentata ha portato i giovani a rielaborare in modo creativo gli oggetti culturali realizzando originali artefatti e raffinati allestimenti all\u2019interno delle sale bianche del Museo Officina dell\u2019Educazione (MOdE).Recent research into the relationship between museums and the digital has yielded significant data in regard to young people\u2019s involvement. Indeed, the use of different technological devices and digital languages allows them to approach the heritage by reinterpreting its meanings in an original way. In particular, via the collaboration between schools and bodies on the territory, young people have the chance to take part in quality educational processes, including school-work alternance. The young people acquire and develop, by means of the use of digital tools and environments, knowledge about the heritage and skills relating to the development of creative thinking, the sense of autonomy and responsibility, the capacity to collaborate and to cooperate. Specifically, the experimentation presented here has led to young people to creatively re-elaborate the cultural objects by realizing original artefacts and refined installations inside the white rooms of the Museo Officina dell\u2019Educazione (MOdE)

Research paper thumbnail of Educare con la robotica: esperienze didattiche nella scuola dell’infanzia

Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull&#... more Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull'apprendimento. In particolare, nella scuola dell\u2019infanzia sono stati introdotti robot-giocattolo da programmare attraverso software intuitivi come Bee Bot, Blue-Bot, Cubetto, Ozobot e Dash and Dot, con l\u2019obiettivo di stimolare il pensiero logico e creativo nei pi\uf9 piccoli. Le ricerche mostrano come l'uso di questi robot, se inserito all\u2019interno di una specifica progettazione educativa, pu\uf2 ridefinire il rapporto del bambino con le esperienze di conoscenza

Research paper thumbnail of Sotto la lente dell’obiettivo: le immagini del Patrimonio

Research paper thumbnail of Arte come esperienza sensoriale

Franco Angeli eBooks, 2018

Research paper thumbnail of Artisti a scuola e nei musei: la dimensione educativa dell’arte contemporanea

Research paper thumbnail of Ambienti virtuali e aumentati per valorizzare l\u2019arte e il patrimonio

In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di amb... more In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di ambienti virtuali e aumentati legati alla valorizzazione dell\u2019arte e del patrimonio, con particolare riferimento a tre dimensioni educative: conoscenza, rielaborazione e partecipazione. Infatti, l\u2019analisi comparativa dei casi di studio presentati riconosce agli ambienti digitali una maggiore pervasivit\ue0, in cui il confine tra spazio fisico e digitale tende ad assottigliarsi sempre pi\uf9, fin quasi a scomparire. Questi ambienti offrono differenti opportunit\ue0 formative: alcuni con finalit\ue0 cognitive e affettive, altri con aderenza storica e rigore scientifico e altri ancora tramite la realizzazione di esperienze di tipo espressivo-creative con elevati coefficienti di immaginazione

Research paper thumbnail of Visual-Graphic Learning - Apprendimento grafico-visivo

In this paper, the results of an explorative investigation conducted in two university courses pr... more In this paper, the results of an explorative investigation conducted in two university courses proposed by the Department of Education Sciences of the University of Bologna are presented. Indeed, within these courses, special emphasis was given to the use of visual and audio-visual languages to elicit the creation of multiple and original points of view, through activities based on encounters and sharing

Research paper thumbnail of Ambienti virtuali e aumentati per valorizzare l’arte e il patrimonio

Franco Angeli eBooks, 2018

In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di amb... more In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di ambienti virtuali e aumentati legati alla valorizzazione dell\u2019arte e del patrimonio, con particolare riferimento a tre dimensioni educative: conoscenza, rielaborazione e partecipazione. Infatti, l\u2019analisi comparativa dei casi di studio presentati riconosce agli ambienti digitali una maggiore pervasivit\ue0, in cui il confine tra spazio fisico e digitale tende ad assottigliarsi sempre pi\uf9, fin quasi a scomparire. Questi ambienti offrono differenti opportunit\ue0 formative: alcuni con finalit\ue0 cognitive e affettive, altri con aderenza storica e rigore scientifico e altri ancora tramite la realizzazione di esperienze di tipo espressivo-creative con elevati coefficienti di immaginazione

Research paper thumbnail of Percorsi Educativi Tra Arte, Cinema e Nuovi Media

HERGUÉ EDITORIAL, 2017

La coesistenza di una molteplicit\ue0 di forme d\u2019arte \ue8 una delle caratteristiche delle s... more La coesistenza di una molteplicit\ue0 di forme d\u2019arte \ue8 una delle caratteristiche delle societ\ue0 contemporanee che possono essere interpretate in modo positivo, come espressione di progresso, democratizzazione e popolarizzazione della cultura, ma anche in modo critico come risultato di una decadenza e perdita di standard qualitativi. Si assiste infatti a cambiamenti radicali nelle forme e nel contenuto dell\u2019arte, il cui significato si \ue8 progressivamente modificato, muovendo in direzione di una pluralit\ue0 di linguaggi, di forme espressive aperte, composite ed eterogenee. L'arte conosce continue e rapide trasformazioni anche per un utilizzo sempre pi\uf9 esteso delle tecnologie che se da un lato valorizzano codici espressivi diversi offrendo un\u2019eterogeneit\ue0 di modi di comunicare, di elaborare e costruire la conoscenza, dall\u2019altro possono portare a sperimentazioni di basso valore educativo senza significative ricadute sul piano cognitivo ed emotivo. In questo panorama, l\u2019apporto del cinema inteso come \u201cspazio di contaminazione\u201d tra diversi modelli rappresentativi, narrativi, linguistici (pittura, fotografia, teatro, letteratura...), si pone come ambito rilevante poich\ue9 tende sempre pi\uf9 a coniugarsi con la dimensione educativa

Research paper thumbnail of Representation of learning in the post-digital: students’ dropout predictive models with artificial intelligence algorithms

Research on Education and Media, Jan 28, 2023

Within scientific debate on post-digital and education, we present a position paper to describe a... more Within scientific debate on post-digital and education, we present a position paper to describe a research project aimed at the design of a predictive model for students' low achievements in mathematics in Italy. The model is based on the INVALSI data set, an Italian large-scale assessment test, and we use decision trees as the classification algorithm. In designing this tool, we aim to overcome the use of economic, social, and cultural context indices as main factors for the prediction of a learning gap occurrence. Indeed, we want to include a suitable representation of students' learning in the model, by exploiting the data collected through the INVALSI tests. We resort to a knowledge-based approach to address this issue and specifically, we try to understand what knowledge is introduced into the model through the representation of learning. In this sense, our proposal allows a students' learning encoding, which is transferable to different students' cohort. Furthermore, the encoding methods may be applied to other large-scale assessments test. Hence, we aim to contribute to a debate on knowledge representation in AI tool for education.

Research paper thumbnail of Image Education and Visual Digital Storytelling

Lecture notes in networks and systems, 2023

Research paper thumbnail of Teaching with Digital Conceptual Maps for the Development of Inclusive Processes

Research paper thumbnail of Musei e digitale: percorsi di alternanza scuola-lavoro con il patrimonio

Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al ... more Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al coinvolgimento dei giovani. Infatti, l\u2019impiego di differenti dispositivi tecnologici e linguaggi digitali permette loro di avvicinarsi al patrimonio reinterpretando in modo originale i suoi significati. In particolare, attraverso la collaborazione tra scuole ed enti sul territorio, i giovani hanno la possibilit\ue0 di partecipare a percorsi educativi di qualit\ue0, anche in alternanza scuola-lavoro, in cui acquisiscono e sviluppano, mediante l\u2019utilizzo di strumenti e ambienti digitali, conoscenze sul patrimonio e competenze relative allo sviluppo del pensiero creativo, del senso di autonomia e responsabilit\ue0, della capacit\ue0 di collaborare e cooperare. Nello specifico la sperimentazione qui presentata ha portato i giovani a rielaborare in modo creativo gli oggetti culturali realizzando originali artefatti e raffinati allestimenti all\u2019interno delle sale bianche del Museo Officina dell\u2019Educazione (MOdE).Recent research into the relationship between museums and the digital has yielded significant data in regard to young people\u2019s involvement. Indeed, the use of different technological devices and digital languages allows them to approach the heritage by reinterpreting its meanings in an original way. In particular, via the collaboration between schools and bodies on the territory, young people have the chance to take part in quality educational processes, including school-work alternance. The young people acquire and develop, by means of the use of digital tools and environments, knowledge about the heritage and skills relating to the development of creative thinking, the sense of autonomy and responsibility, the capacity to collaborate and to cooperate. Specifically, the experimentation presented here has led to young people to creatively re-elaborate the cultural objects by realizing original artefacts and refined installations inside the white rooms of the Museo Officina dell\u2019Educazione (MOdE)

Research paper thumbnail of Augmented reality environments for shared knowledge-building

In the last few years several studies have focussed their attention on the use of augmented reali... more In the last few years several studies have focussed their attention on the use of augmented reality in the educational contexts. The efficacy of the training paths realised by means of augmented reality represents one of the most interesting themes in the current debate, especially as regards the design, implementation and evaluation of an augmented didactics to be led back to within an adequate theoretical and methodological framework. In particular, the applications of augmented reality are analysed with reference to the new methods of learning, hinging upon a shared construction of learning. With reference to school didactics, the present contribution seeks to propose a reflection on educational experiences realised in augmented reality environments, highlighting their positives as well as their critical aspects

Research paper thumbnail of Audiovisual as an Atelier. Theoretical Framework and Educational Applications

Communications in computer and information science, 2023

Research paper thumbnail of Digital Participation in Community Life: How Young People Communicate Heritage

Research paper thumbnail of Augmented Reality in Arts Education

Research paper thumbnail of Representation of learning in the post-digital: students’ dropout predictive models with artificial intelligence algorithms

Research on Education and Media

Within scientific debate on post-digital and education, we present a position paper to describe a... more Within scientific debate on post-digital and education, we present a position paper to describe a research project aimed at the design of a predictive model for students’ low achievements in mathematics in Italy. The model is based on the INVALSI data set, an Italian large-scale assessment test, and we use decision trees as the classification algorithm. In designing this tool, we aim to overcome the use of economic, social, and cultural context indices as main factors for the prediction of a learning gap occurrence. Indeed, we want to include a suitable representation of students’ learning in the model, by exploiting the data collected through the INVALSI tests. We resort to a knowledge-based approach to address this issue and specifically, we try to understand what knowledge is introduced into the model through the representation of learning. In this sense, our proposal allows a students’ learning encoding, which is transferable to different students’ cohort. Furthermore, the encod...

Research paper thumbnail of Educare con la robotica: esperienze didattiche nella scuola dell\u2019infanzia

Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull&#... more Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull'apprendimento. In particolare, nella scuola dell\u2019infanzia sono stati introdotti robot-giocattolo da programmare attraverso software intuitivi come Bee Bot, Blue-Bot, Cubetto, Ozobot e Dash and Dot, con l\u2019obiettivo di stimolare il pensiero logico e creativo nei pi\uf9 piccoli. Le ricerche mostrano come l'uso di questi robot, se inserito all\u2019interno di una specifica progettazione educativa, pu\uf2 ridefinire il rapporto del bambino con le esperienze di conoscenza

Research paper thumbnail of Augmented reality environments for shared knowledge-building

Печать Сервис XXI век (Servizio di Stampa del XXI secolo), 2019

In the last few years several studies have focussed their attention on the use of augmented reali... more In the last few years several studies have focussed their attention on the use of augmented reality in the educational contexts. The efficacy of the training paths realised by means of augmented reality represents one of the most interesting themes in the current debate, especially as regards the design, implementation and evaluation of an augmented didactics to be led back to within an adequate theoretical and methodological framework. In particular, the applications of augmented reality are analysed with reference to the new methods of learning, hinging upon a shared construction of learning. With reference to school didactics, the present contribution seeks to propose a reflection on educational experiences realised in augmented reality environments, highlighting their positives as well as their critical aspects

Research paper thumbnail of Musei e digitale: percorsi di alternanza scuola-lavoro con il patrimonio

Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al ... more Recenti ricerche sul rapporto tra musei e digitale restituiscono dati significativi in merito al coinvolgimento dei giovani. Infatti, l\u2019impiego di differenti dispositivi tecnologici e linguaggi digitali permette loro di avvicinarsi al patrimonio reinterpretando in modo originale i suoi significati. In particolare, attraverso la collaborazione tra scuole ed enti sul territorio, i giovani hanno la possibilit\ue0 di partecipare a percorsi educativi di qualit\ue0, anche in alternanza scuola-lavoro, in cui acquisiscono e sviluppano, mediante l\u2019utilizzo di strumenti e ambienti digitali, conoscenze sul patrimonio e competenze relative allo sviluppo del pensiero creativo, del senso di autonomia e responsabilit\ue0, della capacit\ue0 di collaborare e cooperare. Nello specifico la sperimentazione qui presentata ha portato i giovani a rielaborare in modo creativo gli oggetti culturali realizzando originali artefatti e raffinati allestimenti all\u2019interno delle sale bianche del Museo Officina dell\u2019Educazione (MOdE).Recent research into the relationship between museums and the digital has yielded significant data in regard to young people\u2019s involvement. Indeed, the use of different technological devices and digital languages allows them to approach the heritage by reinterpreting its meanings in an original way. In particular, via the collaboration between schools and bodies on the territory, young people have the chance to take part in quality educational processes, including school-work alternance. The young people acquire and develop, by means of the use of digital tools and environments, knowledge about the heritage and skills relating to the development of creative thinking, the sense of autonomy and responsibility, the capacity to collaborate and to cooperate. Specifically, the experimentation presented here has led to young people to creatively re-elaborate the cultural objects by realizing original artefacts and refined installations inside the white rooms of the Museo Officina dell\u2019Educazione (MOdE)

Research paper thumbnail of Educare con la robotica: esperienze didattiche nella scuola dell’infanzia

Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull&#... more Gli studi di settore evidenziano come la robotica educativa abbia un impatto significativo sull'apprendimento. In particolare, nella scuola dell\u2019infanzia sono stati introdotti robot-giocattolo da programmare attraverso software intuitivi come Bee Bot, Blue-Bot, Cubetto, Ozobot e Dash and Dot, con l\u2019obiettivo di stimolare il pensiero logico e creativo nei pi\uf9 piccoli. Le ricerche mostrano come l'uso di questi robot, se inserito all\u2019interno di una specifica progettazione educativa, pu\uf2 ridefinire il rapporto del bambino con le esperienze di conoscenza

Research paper thumbnail of Sotto la lente dell’obiettivo: le immagini del Patrimonio

Research paper thumbnail of Arte come esperienza sensoriale

Franco Angeli eBooks, 2018

Research paper thumbnail of Artisti a scuola e nei musei: la dimensione educativa dell’arte contemporanea

Research paper thumbnail of Ambienti virtuali e aumentati per valorizzare l\u2019arte e il patrimonio

In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di amb... more In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di ambienti virtuali e aumentati legati alla valorizzazione dell\u2019arte e del patrimonio, con particolare riferimento a tre dimensioni educative: conoscenza, rielaborazione e partecipazione. Infatti, l\u2019analisi comparativa dei casi di studio presentati riconosce agli ambienti digitali una maggiore pervasivit\ue0, in cui il confine tra spazio fisico e digitale tende ad assottigliarsi sempre pi\uf9, fin quasi a scomparire. Questi ambienti offrono differenti opportunit\ue0 formative: alcuni con finalit\ue0 cognitive e affettive, altri con aderenza storica e rigore scientifico e altri ancora tramite la realizzazione di esperienze di tipo espressivo-creative con elevati coefficienti di immaginazione

Research paper thumbnail of Visual-Graphic Learning - Apprendimento grafico-visivo

In this paper, the results of an explorative investigation conducted in two university courses pr... more In this paper, the results of an explorative investigation conducted in two university courses proposed by the Department of Education Sciences of the University of Bologna are presented. Indeed, within these courses, special emphasis was given to the use of visual and audio-visual languages to elicit the creation of multiple and original points of view, through activities based on encounters and sharing

Research paper thumbnail of Ambienti virtuali e aumentati per valorizzare l’arte e il patrimonio

Franco Angeli eBooks, 2018

In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di amb... more In questo capitolo vengono proposti i risultati di una ricerca effettuata nell\u2019ambito di ambienti virtuali e aumentati legati alla valorizzazione dell\u2019arte e del patrimonio, con particolare riferimento a tre dimensioni educative: conoscenza, rielaborazione e partecipazione. Infatti, l\u2019analisi comparativa dei casi di studio presentati riconosce agli ambienti digitali una maggiore pervasivit\ue0, in cui il confine tra spazio fisico e digitale tende ad assottigliarsi sempre pi\uf9, fin quasi a scomparire. Questi ambienti offrono differenti opportunit\ue0 formative: alcuni con finalit\ue0 cognitive e affettive, altri con aderenza storica e rigore scientifico e altri ancora tramite la realizzazione di esperienze di tipo espressivo-creative con elevati coefficienti di immaginazione

Research paper thumbnail of Percorsi Educativi Tra Arte, Cinema e Nuovi Media

HERGUÉ EDITORIAL, 2017

La coesistenza di una molteplicit\ue0 di forme d\u2019arte \ue8 una delle caratteristiche delle s... more La coesistenza di una molteplicit\ue0 di forme d\u2019arte \ue8 una delle caratteristiche delle societ\ue0 contemporanee che possono essere interpretate in modo positivo, come espressione di progresso, democratizzazione e popolarizzazione della cultura, ma anche in modo critico come risultato di una decadenza e perdita di standard qualitativi. Si assiste infatti a cambiamenti radicali nelle forme e nel contenuto dell\u2019arte, il cui significato si \ue8 progressivamente modificato, muovendo in direzione di una pluralit\ue0 di linguaggi, di forme espressive aperte, composite ed eterogenee. L'arte conosce continue e rapide trasformazioni anche per un utilizzo sempre pi\uf9 esteso delle tecnologie che se da un lato valorizzano codici espressivi diversi offrendo un\u2019eterogeneit\ue0 di modi di comunicare, di elaborare e costruire la conoscenza, dall\u2019altro possono portare a sperimentazioni di basso valore educativo senza significative ricadute sul piano cognitivo ed emotivo. In questo panorama, l\u2019apporto del cinema inteso come \u201cspazio di contaminazione\u201d tra diversi modelli rappresentativi, narrativi, linguistici (pittura, fotografia, teatro, letteratura...), si pone come ambito rilevante poich\ue9 tende sempre pi\uf9 a coniugarsi con la dimensione educativa