«Strands of learning»: the museum visit mediated by technologies as a meaningful learning experience


Abstract

The article proposes a reflection on the assessment of technology-mediated museum education, with particular reference to serious games, virtual ludic simulations with educational and training purposes which, using digital devices, reproduce real situations and experiences. The introduction of technologies in the field of cultural heritage is generally interpreted as an opportunity to extend the usability of art even where it could not be reached with traditional channels. The didactic, cognitive and inclusive implications of human-machine interaction in museum contexts, however, cannot be taken for granted, but must be understood in their many aspects. Assessment has a fundamental role of knowledge and critical analysis, with the aim of protecting the interests of institutions and users of cultural heritage, as well as promoting change and continuous improvement in the processes of heritage enhancement.