The general purpose of this thesis is to study the effects of the use of digital technologies in formal learning environments (Education social context) and informal learning environments (Public social context). In particular, the focus is on immersive technologies, social networks and digital fabrication technologies applied in experiences aimed at exercising competence in cultural awareness and expression, one of the European key competences for lifelong learning (2018/C 189/01). Described as a fundamental skill, this competence is the eighth in a series of knowledge, abilities and attitudes that are required for citizens to take an active part in social life. As indicated by the European Commission (2019), citizenship competence No. 8 can be exercised in three activities that identify the individual as: 1) audience - when he/she builds his/her own knowledge about cultural heritage, 2) participant - when he/she engages in communication activities and thus uses his/her creative expression skills to share and disseminate cultural heritage, 3) creator - when he/she engages in creation or co-creation activities of products of cultural value. The research is based on the hypothesis that the digital supports the citizen (and student, future citizen) in exercising the competence of cultural awareness and expression. Indeed, studies in the socio-cultural field show that digital technologies have opened up new possibilities for the active and interactive involvement of the audience and offer new spaces and new ways for the participation and creative expression of subjects in the role of participant and creator (Simon, 2010; Minello, 2018; Mandarano, 2019; Toscano, 2022). The research addresses these issues from the point of view of the designer (the teacher in the Education context and the cultural professional in the Public context), and proposes a model of design and analysis, aimed at creating or describing cultural experiences in which the digital component is relevant. Furthermore, it is proposed an integrated framework that highlights the relationship between European Key Competence No. 8 (competence in cultural awareness and expression) and European Key Competence No. 4 (digital competence). The model also offers the assessment tools to investigate the significance of digital in the exercise of the competence of cultural awareness and expression. The model is applied to describe the case studies conducted during the three years of the research work. Case studies are experimental activities involving subjects in the role of 1) audience, in the final phase of fruition of the digital cultural experience, 2) participant, in the phase of communication and dissemination of the digital cultural experience, 3) creator, starting from the initial phase of conception. Finally, the contribution of digital technologies in the exercise of cultural awareness and expression is assessed and the research hypothesis is verified or invalidated.
Oggetto della presente tesi è l’indagine sulle modalità e gli effetti relativi alla presenza e all’uso del digitale negli ambienti di apprendimento formale del contesto sociale Education e negli ambienti di apprendimento informale del contesto sociale Public. In particolare, l’attenzione si concentra sulle tecnologie immersive, sui social network e sulle tecnologie di fabbricazione digitale applicati in esperienze mirate all’esercizio della competenza in materia di consapevolezza ed espressione culturali, una delle competenze chiave europee per l’apprendimento permanente (2018/C 189/01). Descritta come risorsa basilare, questa competenza è l’ottava di una serie di conoscenze, abilità e atteggiamenti che sono richieste ai cittadini per prendere parte attiva alla vita sociale. Come indicato dalla Commissione Europea (2019), la competenza di cittadinanza n.8 si può esercitare in tre attività che identificano il soggetto stesso nella figura di: 1) audience - quando costruisce le proprie conoscenze in materia di patrimonio culturale, 2) participant - quando si impegna in attività di comunicazione e quindi utilizza le sue abilità di espressione creativa per condividere e diffondere il patrimonio culturale, 3) creator - quando si impegna in attività di creazione o co-creazione di prodotti di valore culturale. La ricerca si basa sull’ipotesi generale che il digitale supporta il cittadino (e lo studente, futuro cittadino) nell’esercizio della competenza di consapevolezza ed espressione culturali. Gli studi in ambito socioculturale, infatti, dimostrano che le tecnologie digitali hanno aperto a nuove possibilità di coinvolgimento attivo e interattivo dell’audience, e offrono nuovi spazi e nuove modalità per la partecipazione e l’espressione creativa dei soggetti nel ruolo di participant e creator (Simon, 2010; Minello, 2018; Mandarano, 2019; Toscano, 2022). La ricerca affronta questi temi dal punto di vista di chi progetta (l’insegnante nel contesto Education e il professionista culturale nel contesto Public), e propone un modello di progettazione e analisi, finalizzato a realizzare o a descrivere esperienze culturali in cui è rilevante la componente digitale. Insieme al modello, si propone un framework integrato che mette in evidenza il rapporto tra la competenza chiave europea n.8 (competenza in materia di consapevolezza ed espressione culturali) e la competenza chiave europea n.4 (competenza digitale), e si offrono gli strumenti di valutazione utili a indagare la significatività del digitale nell’esercizio della competenza di consapevolezza ed espressione culturali. Il modello viene applicato per descrivere i casi di studio condotti durante i tre anni del lavoro di ricerca. Si presentano attività sperimentali che coinvolgono i soggetti nel ruolo di 1) audience, nella fase finale di fruizione dell’esperienza culturale digitale, 2) participant, nella fase di comunicazione e diffusione dell’esperienza culturale digitale, 3) creator, a partire dalla fase iniziale di ideazione. In ogni caso studio viene valutato l’apporto delle tecnologie digitali nell’esercizio della competenza di consapevolezza ed espressione culturali, e si verifica, o si invalida, l’ipotesi generale della ricerca.
Progettare per la competenza chiave europea "consapevolezza ed espressione culturali" con il digitale
SARACCHI, ALICE
2023-06-14
Abstract
The general purpose of this thesis is to study the effects of the use of digital technologies in formal learning environments (Education social context) and informal learning environments (Public social context). In particular, the focus is on immersive technologies, social networks and digital fabrication technologies applied in experiences aimed at exercising competence in cultural awareness and expression, one of the European key competences for lifelong learning (2018/C 189/01). Described as a fundamental skill, this competence is the eighth in a series of knowledge, abilities and attitudes that are required for citizens to take an active part in social life. As indicated by the European Commission (2019), citizenship competence No. 8 can be exercised in three activities that identify the individual as: 1) audience - when he/she builds his/her own knowledge about cultural heritage, 2) participant - when he/she engages in communication activities and thus uses his/her creative expression skills to share and disseminate cultural heritage, 3) creator - when he/she engages in creation or co-creation activities of products of cultural value. The research is based on the hypothesis that the digital supports the citizen (and student, future citizen) in exercising the competence of cultural awareness and expression. Indeed, studies in the socio-cultural field show that digital technologies have opened up new possibilities for the active and interactive involvement of the audience and offer new spaces and new ways for the participation and creative expression of subjects in the role of participant and creator (Simon, 2010; Minello, 2018; Mandarano, 2019; Toscano, 2022). The research addresses these issues from the point of view of the designer (the teacher in the Education context and the cultural professional in the Public context), and proposes a model of design and analysis, aimed at creating or describing cultural experiences in which the digital component is relevant. Furthermore, it is proposed an integrated framework that highlights the relationship between European Key Competence No. 8 (competence in cultural awareness and expression) and European Key Competence No. 4 (digital competence). The model also offers the assessment tools to investigate the significance of digital in the exercise of the competence of cultural awareness and expression. The model is applied to describe the case studies conducted during the three years of the research work. Case studies are experimental activities involving subjects in the role of 1) audience, in the final phase of fruition of the digital cultural experience, 2) participant, in the phase of communication and dissemination of the digital cultural experience, 3) creator, starting from the initial phase of conception. Finally, the contribution of digital technologies in the exercise of cultural awareness and expression is assessed and the research hypothesis is verified or invalidated.File | Dimensione | Formato | |
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Descrizione: Tesi presentata per il conseguimento del titolo di dottore in Digital Humanities - Lingue, Culture e Tecnologie Digitali (XXXV ciclo)
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Tesi di dottorato
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