Colmare il divario tra Scuola e Storia: il Progetto Scan Italy

S Di Tore, A Caldarelli, V Beatini… - Education Sciences & …, 2022 - torrossa.com
Questo contributo si prefigge da un lato, di dare uno spaccato del dilagante utilizzo di
Extended Reality con particolare attenzione verso quella immersiva (Virtual Reality) …

Learning through gaming in times of COVID-19: The pedagogical value of Edugames

I Viola, P Aiello, S Di Tore, M Sibilio - … on E-Education, E-Business, E …, 2021 - dl.acm.org
Distance learning in the COVID-19 period has led teachers to use digital skills and to update
themselves in order to promote learning. Starting from OECD, DESI and ISTAT data, only a …

Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study

A Caldarelli, S Di Tore, S Ceccacci… - 2022 International …, 2022 - ieeexplore.ieee.org
Immersive virtual environments represent a great opportunity for museums to enhance
visitor experience through edutainment. However, to provide an enjoyable entertainment …

An Innovative Approach to Virtual Reality and Game-Based Learning for Primary Schools

G Borla, B Bruschi, F Camandona, L Denicolai… - … Conference on Higher …, 2023 - Springer
Studies showing the positive effects of introducing Virtual Reality into learning contexts are
still at an explorative phase, especially those dealing with primary school students. Involving …

Le Emotional Technologies nell'Educazione

M Muscarà, A Romano, A Lizio, V Carnazzo - serena.unina.it
Il contributo analizza l'impatto delle Emotional Technologies (ET) sulla User Experience
(UX) nel contesto educativo. Le Emotional Technologies sono tecnologie che tengono conto …

[PDF][PDF] Scan Italy: Bridge the gap between History and schools.

S Di Tore, A Caldarelli, M Todino… - EDUCATION …, 2022 - u-pad.unimc.it
Questo contributo si prefigge da un lato, di dare uno spaccato del dilagante utilizzo di
Extended Reality con particolare attenzione verso quella immersiva (Virtual Reality) …