scholarly journals Tecnologie immersive per la didattica museale: una proposta per la valorizzazione dello scambio intergenerazionale tra nonni e nipoti

2021 ◽  
Vol 12 (2) ◽  
pp. 47-57
Author(s):  
Silvia Coppola ◽  
Silvia Zanazzi

The evolution of technology has led to a redefinition of training paradigms in different educational and cultural contexts. In particular, immersive technologies, which involve the user on a sensory, motor, emotional and cognitive level, have a high potential for success in learning processes. The contribution presents a proposal for the enhancement of the intergenerational exchange between elderly and young people through the fruition of cultural heritage, mediated by immersive technologies.

2020 ◽  
Vol 17 (5) ◽  
pp. 589-595
Author(s):  
Ana Carden-Coyne ◽  
Kate Darian-Smith

2021 ◽  
pp. 1-18
Author(s):  
Alina Szczurek-Boruta

The identity of young people, and the state of a school’s fulfilment of its tasks, as presented in the article, are based on the results of the author’s own field explorations carried out in the school year 2003/2004 and repeated in the same territory of the Silesian Voivodeship in the zone of intensive social and economic development in 2016/2017. The results of the research conducted have shown that schools brought young people with different personal and social resources, and living in different historical and socio-cultural contexts, to a similar value of identity capital. The study, conducted in two stages with an interval of 13 years, has revealed the greatest shifts in the following areas: extension of the range of interactions (change 13.2%); ambivalence (change 8.1%); revitalization (change 7.7%); and ethos (change 6.8%). The least change occurred in the provision of offers of identification (1.7% change). A slight decline was noted in the extension of the developmental moratorium (1.5% change). The identified, described and empirically verified tasks of a school form a specific map of educational activities, which can be successfully used as a matrix to describe and interpret a school’s participation in the shaping of young people’s identities.


Author(s):  
Bernhard Ertl ◽  
Kathrin Helling

Considering e-learning as a socio-cultural system acknowledges that individuals are embedded within different contexts, influenced by the culture and the society the individual lives in. Designing beneficial e-learning scenarios means respecting these socio-cultural contexts and providing appropriate framing. This chapter introduces several aspects influencing e-learning from an individual and socio-cultural perspective. It firstly deals with the aspect of learners' collaborative knowledge construction in e-learning and introduces what this perspective means for the design and implementation of e-learning scenarios. The chapter looks at tools and shared external representations and shows how they can beneficially support learning processes and outcomes. In a third step, it looks at the individual's learning characteristics, for example an individual's prior knowledge, and socio-cultural biases relating to gender, ethnicity, and socio economic background, and discusses how these may be an obstacle for e-learning and how e-learning may help learners to overcome their biases. Finally, the chapter focuses on the issue on evaluation and provides suggestions to evaluate environments for e-learning from a socio-cultural perspective.


Author(s):  
Christina Olin-Scheller ◽  
Patrik Wikström

In this chapter the authors discuss and informal learning settings such as fan fiction sites and their relations to teaching and learning within formal learning settings. Young people today spend a lot of time with social media built on user generated content. These media are often characterized by participatory culture which offers a good environment for developing skills and identity work. In this chapter the authors problematize fan fiction sites as informal learning settings where the possibilities to learn are powerful and significant. They also discuss the learning processes connected to the development of literacies. Here the rhetoric principle of “imitatio” plays a vital part as well as the co-production of texts on the sites, strongly supported by the beta reader and the power of positive feedback. They also display that some fans, through the online publication of fan fiction, are able to develop their craft in a way which previously have been impossible.


2020 ◽  
Vol 7 (1) ◽  
pp. 73-99
Author(s):  
Jo Jenkinson

Abstract This article exposes how young people use dress to negotiate, articulate and display identity. A diverse group of young people from Manchester, England, were asked to style themselves using items of clothing, or artefacts, which represented their individual and civic identities. Responses to this styling workshop and the accompanying interviews confirmed the powerful part that dressing can play, as young people navigate different cultural contexts and social environments in their everyday life. The research brings new insights into how dress is used as a catalyst for self-awareness, communication and development of self within multicultural urban settings. It proposes a new model for Dress, Youth and Identity (DYI) that provides a structure onto which young peoples' narratives of dress can be mapped and analysed, building upon the model for Dress and the Public, Private and Secret Self (PPSS) proposed by Eicher and Miller.


2021 ◽  
pp. 125-135
Author(s):  
Eugenia Paulicelli

This chapter traces the life and career of Italian shoe designer Salvatore Ferragamo. Ferragamo’s life and work is a compelling story that helps us understand several cultural contexts and threads that link different worlds and industries: shoes and cinema; Italy and America; cultural heritage and national identity. Ferragamo’s career took him from an early life of hardship in Italy to a career as shoemaker to the stars in Hollywood, where he worked on a number of iconic films, and finally, back to Italy, where he transformed the Italian and global fashion industries, while continuing to influence costume design in Hollywood.


2018 ◽  
Vol 30 (5) ◽  
pp. 530-553 ◽  
Author(s):  
Christelle Traboulsi ◽  
Moreno Frau ◽  
Francesca Cabiddu

Purpose The purpose of this paper is to answer fundamental questions on the perceived value of active senior visitors (55+ years old) in the context of cultural heritage sites, when using immersive technologies, conceptualizing technological experience by illustrating an extended space in the pre, during and post phases of visits. Furthermore, it will reveal a better understanding of digital transformation opportunities and risks in the tourism industry and its related sectors regarding active senior travelers and it will further provide some insights and tools that are required to follow. Design/methodology/approach Since the authors are studying a population that is thus far not fluent in the means of digital opportunities, the authors will conduct two semi-structured interviews before and after visits to the museums in order to lower the level of emotional bias responses. Moreover, observations of the participants’ interaction with technological devices will be assessed during their visit. Findings Current findings enrich the theoretical perspective of perceived value. First, they extend our knowledge on the perceived consumers’ value of active senior visitors in the application of immersive technologies pertaining to archeological museums. They also shed new light on the different dimensions of the perceived value (epistemic value, functional value, hedonic value and social value) of active senior visitors concerning museum transformation. Third, they provide an integrative framework for extending the boundaries of the museum technological visit experience, linking the pre-, during-, and post-visit phases. Research limitations/implications Having a longitudinal study that evaluates the same population of seniors over a longer period would enhance our understanding of perception and adoption behavior in non-users. It entails the dimensions that are necessary from a theoretical and managerial point of view, thus contributing to strategic planning for museum managers who are planning on going digital in the coming years aiming at creating further value and satisfaction for their active senior visitors to cultural heritage sites. Originality/value The majority of research concerning technological developments and experiences to date has focused on holistic views studying different stakeholders’ perspectives or on digital natives’ perception regarding museum digital transformation. However, only few studies have evaluated the perceived value of active senior travelers and their overall satisfaction when visiting museums that became digital.


2004 ◽  
Vol 12 (01) ◽  
pp. 55-78 ◽  
Author(s):  
STEIN KRISTIANSEN ◽  
NURUL INDARTI

This paper aims to identify determinants of entrepreneurial intention among young people. The empirical basis is formed by surveys among Indonesian and Norwegian students. The main objective is to compare the impact of different economic and cultural contexts. Independent variables in the study include demographic factors and individual background, personality traits and attitudes, and contextual elements such as access to capital and information. The individual perceptions of self-efficacy and instrumental readiness are the variables that affect entrepreneurial intention most significantly. Age, gender and educational background have no statistically significant impact. Generally, the level of entrepreneurial intention is higher among Indonesian students. The lower level of entrepreneurial intention among Norwegian students is explained by the social status and economic remuneration of entrepreneurs in comparison with those enjoyed by employees in the Norwegian context.


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