Digital narratives for education and cultural dissemination: an application case in the Colosseum archaeological park

Autori

  • Noemy Gabay
  • Dario Di Girolamo
  • Andrea Schiapelli

Parole chiave:

storytelling, gamification, museums, digital, education, accessibility

Abstract

The integration of storytelling and gamification in cultural communication and education offers a powerful means to engage audiences and make cultural content more accessible and enjoyable. The Cultrip project exemplifies how these
methodologies can be successfully implemented, providing an interactive and educational experience for children at the Colosseum archaeological park. By embracing innovative approaches, cultural institutions can foster a deeper appreciation and understanding of heritage among diverse audiences, ultimately contributing to the democratization
of culture and knowledge.

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Pubblicato

2023-11-27

Come citare

Gabay, N., Di Girolamo, D., & Schiapelli, A. (2023). Digital narratives for education and cultural dissemination: an application case in the Colosseum archaeological park. Archeomatica, 14(3). Recuperato da https://ojs.mediageo.it/index.php/archeomatica/article/view/1954

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Documentazione