DIGITAL LIBRARY
LEARNING BY PLAYING: INNOVATIVE METHODS OF LEARNING AND DISSEMINATION OF CULTURAL HERITAGE
CNR National Research Council (ITALY)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 6536-6544
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.1638
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
Urban planning culture has begun to look at the territory not only as a geographical entity, but also as a cultural entity, focusing above all on the 'human' characters that give life to a place: the customs, the behavior of the social groups that inhabit it, and how these interact with 'their' space and use it daily. Within this field of study linked to the Digital Humanities, a key to interpretation is proposed that allows us to approach the environment that surrounds us in a discussion.

The study of the contemporary territory requires new and original keys of interpretation that make it possible to approach perception and the forms of construction of space directly and attentively. In this sense, there could be no simpler, more intuitive, immediate, and scalable analytical tool than the alphabet to recode the 'language' that underlies our experience.

In this regard, a possible collaboration with the activities of schools, also making use of the aggregating function of ICT such as the use of a multiple-response 'game', can test knowledge of places through compelling and immersive documentation of an etymological, historical, and socioeconomic nature.
The methodological approach, as already experimented with in the research activities carried out by the researchers and whose results concerning cultural heritage on a Mediterranean scale focused on the 'sense of place', used social, historical, and economic reconstruction to generate and manage knowledge of the places chosen for analysis to facilitate their use and contribute to their enhancement.

The activities of experimentation and elaboration of the prototype realized are based on the systemic interrelation of multiple factors (economic, social, historical, urban, anthropological, and more generally cultural) as well as the complexity of the context in which the analyses are carried out.

To pursue this objective, an interactive digital game was created and proposed to several schoolchildren as part of important scientific and cultural events, with which to deepen their knowledge of the Mediterranean cultural heritage, starting with the best-known existing in the Campania region, capable of reconstructing a sort of 'alphabet' useful for reading, recognizing and understanding the space that surrounds us. The main aim is to educate students to read the environment, equipping them with the tools to read the language of architecture, the city, and the landscape.

The knowledge transfer techniques have been designed and tested to achieve maximum involvement of the students and to verify their interests and skills to stimulate cultural growth and curiosity.
Keywords:
Learning Cultural Heritage Digital Humanities.