Abstract

This research starts by analysing the current state of artistic heritage in Italy and studying some examples in Europe: we try to investigate the scope of non-formal learning in artistic context, mediated by advanced technology. The framework within which we have placed our investigation is that of lifelong learning and lifedeep learning. The research considers a number of excellent Italian and European museums in context of lifelong learning activities and offers a software prototype that has been built specifically for studying the artistic experience, namely M_ART about the Basilica of St. Ambrogio in Milan. The quantitative/qualitative methods adopted analysed about 400 subjects. The goal pursued, in logic of hybridization of knowledge in scientific and humanistic vocation, was to consider the application of advanced technologies in non-formal settings, with particular reference to the artistic sphere. The experience/investigation was carried out by examining 400 subjects in 3 exploratory phases: on-site observation, questionnaires and focus groups. From the analysis of qualitative and quantitative data it emerges that there is a need to redefine the role of a museum in order for it to move beyond its traditional conservative role in favour of educational activities dedicated not only to the very young, but also to adults; moreover, it is necessary to offer services that use innovative technological support and keep up with the fast paced changes in technology that affect us on a daily basis. In the Italian context, but also in a European one, a fragmented picture emerges: educational activities geared to adults in the world of art are rarely present in museums and, when they are, tend to mostly have the function of providing entertainment or a mere itemisation of the collection on display. It presents a picture in which lifedeep learning and lifelong learning are still marginal compared to learning by adults in a museum context.

Highlights

  • IntroductionAvailability in Italy and Europe of museum workshops and activities mediated by advanced technologies: some examples

  • Availability in Italy and Europe of museum workshops and activities mediated by advanced technologies: some examples.This research is conceived as a scientific experience to help us examine new methodologies of permanent learning and new approaches to learning mediated by advanced technologies in the museum environment

  • To create the LOs used for this experience we considered the guidelines provided by Steinberg [34] and Figg and colleagues [17]

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Summary

Introduction

Availability in Italy and Europe of museum workshops and activities mediated by advanced technologies: some examples. Projections drawn up by the Organization for Economic Cooperation and Development (OECD) state that by 2020 at least 40% of the population should have a higher level of education and that at least 14% of the population should be taking part in lifelong learning practices [26] These estimates are based on quantitative analyses that are systematically carried out on the subject of formal and informal LLL in schools, universities and non-profit associations that offer LLL opportunities for adults. In addition to this uneven scenario, in which certain EU countries are in line with these objectives and others lack any kind of network or association that provides Adult Education ( AE), there are few available case studies and little scientific literature that examines the relationship between art and AE [31] Despite this somewhat complex situation, there are some signs that Italy is taking small steps towards meeting the 2020 goals, as required by the EU. Empirical research was structured into 3 different phases, involving 400 subjects:

Phase 1
Phase 2
Phase 3
Findings
Conclusions

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