Several national and international research studies have highlighted important aspects linked to the application of augmented reality in the educational contexts, with particular reference to education concerning the cultural patrimony. The augmented reality ambients indeed offer different training opportunities: some with cognitive finalities others in terms of active participation, others, again by means of the realisation of experiences of an expressive-creative kind with high coefficients of imagination. Specifically speaking, this contribution aims to propose the results of research carried out on three case studies, relating to school projects that are situated in the field of a process of knowledge, participation and recreation of the cultural patrimony in ambients of augmented reality through the construction of new digital artefacts.
CITATION STYLE
Panciroli, C., Macauda, A., & Corazza, L. (2019). Digital cultural heritage: From educational experience to the artefact in augmented reality. In Advances in Intelligent Systems and Computing (Vol. 919, pp. 345–354). Springer Verlag. https://doi.org/10.1007/978-3-030-12240-9_37
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