In contemporary society, characterized by widespread and permanent learning, the museum is no longer conceived exclusively as a place to contemplate the past, but also and above all as a center for education, production and cultural promotion. For this reason, it is configured as an effective decentralized teaching room, where children but also adults with disabilities are offered the opportunity to relate to the past in order to understand the present and plan their future as conscious citizens. In this context, the multisensory museum to which we refer becomes a dynamic place in which to experience new methods of teaching and communication through ICT. In this article, the author presents an investigation that focuses on two strongly connected and interrelated areas related, on the one hand, to the development of innovative methodological approaches for the visual and tactile knowledge of museum assets (preserved in a visible and usable way and “invisible” way), on the other hand, the experimentation of a protocol of actions capable of enhancing the educational offer and unleashing cultural well-being. The project activates a system of skills capable of promoting the convergence of technologies and applications between the different disciplines involved and is specified in “cultural experience” actions, in which the user can be hyper-stimulated towards the museum world, through specific effects that use of “digital”.

Visibile e invisibile: caminos interdisciplinarios para una usabilidad generalizada de los bienes del museo. Investigación-acción para una didàctica inclusiva

P. Mulè
2023-01-01

Abstract

In contemporary society, characterized by widespread and permanent learning, the museum is no longer conceived exclusively as a place to contemplate the past, but also and above all as a center for education, production and cultural promotion. For this reason, it is configured as an effective decentralized teaching room, where children but also adults with disabilities are offered the opportunity to relate to the past in order to understand the present and plan their future as conscious citizens. In this context, the multisensory museum to which we refer becomes a dynamic place in which to experience new methods of teaching and communication through ICT. In this article, the author presents an investigation that focuses on two strongly connected and interrelated areas related, on the one hand, to the development of innovative methodological approaches for the visual and tactile knowledge of museum assets (preserved in a visible and usable way and “invisible” way), on the other hand, the experimentation of a protocol of actions capable of enhancing the educational offer and unleashing cultural well-being. The project activates a system of skills capable of promoting the convergence of technologies and applications between the different disciplines involved and is specified in “cultural experience” actions, in which the user can be hyper-stimulated towards the museum world, through specific effects that use of “digital”.
2023
Nella società contemporanea, caratterizzata da un apprendimento diffuso e permanente, il museo non è più concepito esclusivamente come luogo di contemplazione del passato, ma anche e soprattutto come centro di formazione, produzione e promozione culturale. Per questo si configura come un'effettiva aula didattica decentrata, dove ai bambini ma anche agli adulti con disabilità viene offerta la possibilità di relazionarsi con il passato per comprendere il presente e progettare il proprio futuro di cittadini consapevoli. In questo contesto, il museo multisensoriale a cui facciamo riferimento diventa un luogo dinamico in cui sperimentare nuove modalità di insegnamento e comunicazione attraverso le ICT. In questo articolo l'autore presenta una ricerca che è in atto e che si concentra su due ambiti fortemente connessi e interrelati relativi, da un lato, allo sviluppo di approcci metodologici innovativi per la conoscenza visiva e tattile dei beni museali (conservati in modo visibile e fruibile e modo “invisibile”), dall'altro, la sperimentazione di un protocollo di azioni in grado di valorizzare l'offerta formativa e di sprigionare benessere culturale. Il progetto attiva un sistema di competenze in grado di favorire la convergenza di tecnologie e applicazioni tra le diverse discipline coinvolte e si concretizza in azioni di “esperienza culturale”, in cui l'utente può essere iperstimolato verso il mondo museale, attraverso specifici effetti che utilizzano di “digitale”.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.11769/569229
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