Nowadays Italy boasts 49 Unesco heritage cultural Sites and 5000 among museums and similar institutions - public and private-, which in 2015 welcomed around 110 million visitors (Istituto Nazionale di Statistica [ISTAT], 2015). But do these institutions really know their audience? Historically, places of culture, and museums in particular, have always been conceived for the enjoyment of an adult audience, and therefore, according to the museum architect Andrea Perin (2017), for those families accessing museums autonomously without benefit from labs or guided tours, the mediation between what’s exposed and children is left entirely to the skills of the accompanying adults. As a matter of fact, statistics says that even if 50% of children aged 8-10 go to museums at least once a year, only 4% of those children visit a museum 7 times in a calendar year (ISTAT, 2018). This is due to the fact that the experience in those age groups is probably very much linked to school outings, and not to the families themselves. From the interviews conducted with childhood psychologists, the low turnout of families in museum institutions is attributable not only to the lack of facilities for children, but also to the family background of reference. On one hand, the modern parent finds it difficult to share moments with his child, while on the other hand, he is constantly looking for solutions that facilitate his life as much as possible, an objective in which technology plays a dominant role. In fact, nowadays, digitalization has radically reduced the need for Generation Z to adopt measures to face basic difficulties such as searching for a word in the dictionary or inventing a game from scratch to fight boredom. Although initially this approach may seem useful for his growth, in the long term it may cause significant problems for the child in developing problem-solving skills. Not only that, but the awareness of always having a more attractive entertainment alternative available, negatively affects the child’s ability to focus on one task at a time. Because of these new behavioural patterns, it is increasingly complex for museum institutions to extend their offerings to digital natives. Especially for art and design museums, whose collections are composed almost exclusively of analogue works, it is particularly difficult today to provide memorable experiences and build long-term relationships with the targeted children. It is important that museums use what technology offers to create competitive experiences compared to the current alternatives that the market offers for the use of leisure time. In order for this to happen, the visits must not promote engaging content only in terms of entertainment, but must aim for an offer that intervenes on the child’s development problems, including those mentioned above. In fact, this would be an added value in the eyes of modern parents, especially for those who, despite being informed about the most recurring difficulties in children’s cognitive and emotional development, would not have the tools to properly manage them. Fabulae is a service for museums that provides families with self-led, tailored offerings, by combining the newest technologies with the most ancient form of education for children, fables. Thanks to AI (Artificial Intelligence) based technology, kids are offered the most suitable multi-stage path according to their age, preparation and taste. Just like in real fables, an IoT (Internet of Things) powered digital buddy helps them complete each chapter, in which the characters are represented by the pieces in the museum. Each piece will tell the kids his vicissitudes, which will coincide with the problems faced by them every day. As in a video game, the passage from one chapter to another involves passing a test specially designed to encourage creativity and critical thinking. In this way, thanks to smart gamified learning, museums are all set to help children acquire knowledge in art and design while giving them tools to tackle the most common cognitive and emotional development challenges.
Ad oggi, l’Italia vanta 49 siti culturali patrimonio dell’Unesco e 5000 tra musei e istituzioni similari - pubbliche e private - che nel 2015 hanno accolto circa 110 milioni di visitatori (Istituto Nazionale di Statistica [ISTAT], 2015). Tuttavia, queste istituzioni conoscono davvero il loro pubblico? Secondo l’architetto museale Andrea Perin (2017), i luoghi della cultura, in particolare i musei, sono sempre stati concepiti esclusivamente per la fruizione di un pubblico adulto, e quindi, ad oggi, risultano non adatti ad accogliere un target giovane come quello dei bambini. Infatti, nella maggior parte dei casi, per quelle famiglie che accedono ai musei autonomamente senza beneficiare di laboratori o visite guidate, la mediazione fra il bambino e l’opera è lasciata interamente alle capacità degli adulti accompagnatori. Infatti, le statistiche affermano che nonostante un bambino su due, di età compresa tra 8 e 10 anni, risulti andare al museo almeno una volta all’anno, solo il 4% di questa categoria vi si rechi più di sette volte l’anno ISTAT, 2018). Ciò è dovuto al fatto che l’esperienza per quella fascia di età è probabilmente molto legata alle gite scolastiche e non alle famiglie stesse. Dalle interviste condotte con psicologi dell’infanzia, la scarsa affluenza delle famiglie presso le istituzioni museali risulta attribuibile non solo alla mancanza di strutture per bambini, ma anche al contesto sociale di riferimento. Infatti, se da un lato il genitore moderno riscontra delle difficoltà nel condividere momenti con il figlio, dall’altro è alla costante ricerca di soluzioni che gli agevolino il più possibile la vita. In ciò la tecnologia gioca un ruolo dominante, riducendo i tempi e semplificando le sfide. In effetti, al giorno d’oggi, la digitalizzazione ha radicalmente ridotto la necessità per la Generazione Z di ingegnarsi di fronte a difficoltà di base come ad esempio cercare una parola sul dizionario o inventare un gioco dal niente per combattere i momenti di noia. Sebbene inizialmente questo approccio possa sembrare utile alla crescita, nel lungo termine rischia di creare nel bambino notevoli problemi nel sviluppare capacità di problem solving. Non solo, la consapevolezza di avere sempre a disposizione alternative di intrattenimento più allettanti, condiziona negativamente la capacità del bambino di concentrarsi su un compito alla volta. A causa di questi nuovi modelli comportamentali è sempre più complesso per le istituzioni museali estendere la propria offerta ai nativi digitali. In particolare, per i musei di arte e design, le cui collezioni sono composte quasi esclusivamente da opere analogiche, ad oggi è particolarmente difficile fornire esperienze memorabili e stabilire relazioni a lungo termine con il target bambino. È importante che i musei utilizzino ciò che la tecnologia offre per creare esperienze competitive rispetto a quelle offerte dal mercato del tempo libero. Affinché ciò accada, le visite non devono promuovere contenuti coinvolgenti solo in termini di intrattenimento, ma devono puntare a un’offerta che intervenga sui problemi di sviluppo del bambino, compresi quelli sopra menzionati. Infatti, questo risulterebbe un valore aggiunto agli occhi dei genitori moderni, soprattutto per quelli più sensibili alla pedagogia, che pur essendo informati circa le difficoltà ricorrenti nello sviluppo cognitivo ed emotivo del bambino, non avrebbero gli strumenti per gestirle appieno. Fabulae è un servizio per musei che offre alle famiglie visite autonome e personalizzate, combinando le più recenti tecnologie con la più antica forma di educazione comportamentale per bambini, le favole. Grazie alla tecnologia basata sull’ArtificiaI Intelligence (AI), ai piccoli visitatori viene offerto il percorso a tappe più adatto, in base alla loro età, livello di preparazione nel settore e gusto personale. Proprio come nelle favole reali, un buddy digitale a tecnologia IoT( Internet of Things) aiuta i bambini a completare ogni capitolo, i cui personaggi sono rappresentati dagli oggetti del museo. Ogni oggetto infatti condivide con loro le proprie vicissitudini, che coincidono volutamente con i problemi che i bambini riscontrano nel quotidiano, dandogli degli strumenti su come affrontarli. Come in un videogame il passaggio da un capitolo ad un altro prevede il superamento di un test appositamente pensato per incentivare la creatività ed il critical thinking. Così, attraverso lo smart gamified learning, Fabulae facilita per i bambini il processo di apprendimento di arte e design mentre fornisce loro strumenti per affrontare i più comuni problemi di sviluppo cognitivo ed emotivo.
Fabulae. Tailored art & design exhibitions for kids powered by interactive storytelling
PORRICOLO, FRANCESCA
2018/2019
Abstract
Nowadays Italy boasts 49 Unesco heritage cultural Sites and 5000 among museums and similar institutions - public and private-, which in 2015 welcomed around 110 million visitors (Istituto Nazionale di Statistica [ISTAT], 2015). But do these institutions really know their audience? Historically, places of culture, and museums in particular, have always been conceived for the enjoyment of an adult audience, and therefore, according to the museum architect Andrea Perin (2017), for those families accessing museums autonomously without benefit from labs or guided tours, the mediation between what’s exposed and children is left entirely to the skills of the accompanying adults. As a matter of fact, statistics says that even if 50% of children aged 8-10 go to museums at least once a year, only 4% of those children visit a museum 7 times in a calendar year (ISTAT, 2018). This is due to the fact that the experience in those age groups is probably very much linked to school outings, and not to the families themselves. From the interviews conducted with childhood psychologists, the low turnout of families in museum institutions is attributable not only to the lack of facilities for children, but also to the family background of reference. On one hand, the modern parent finds it difficult to share moments with his child, while on the other hand, he is constantly looking for solutions that facilitate his life as much as possible, an objective in which technology plays a dominant role. In fact, nowadays, digitalization has radically reduced the need for Generation Z to adopt measures to face basic difficulties such as searching for a word in the dictionary or inventing a game from scratch to fight boredom. Although initially this approach may seem useful for his growth, in the long term it may cause significant problems for the child in developing problem-solving skills. Not only that, but the awareness of always having a more attractive entertainment alternative available, negatively affects the child’s ability to focus on one task at a time. Because of these new behavioural patterns, it is increasingly complex for museum institutions to extend their offerings to digital natives. Especially for art and design museums, whose collections are composed almost exclusively of analogue works, it is particularly difficult today to provide memorable experiences and build long-term relationships with the targeted children. It is important that museums use what technology offers to create competitive experiences compared to the current alternatives that the market offers for the use of leisure time. In order for this to happen, the visits must not promote engaging content only in terms of entertainment, but must aim for an offer that intervenes on the child’s development problems, including those mentioned above. In fact, this would be an added value in the eyes of modern parents, especially for those who, despite being informed about the most recurring difficulties in children’s cognitive and emotional development, would not have the tools to properly manage them. Fabulae is a service for museums that provides families with self-led, tailored offerings, by combining the newest technologies with the most ancient form of education for children, fables. Thanks to AI (Artificial Intelligence) based technology, kids are offered the most suitable multi-stage path according to their age, preparation and taste. Just like in real fables, an IoT (Internet of Things) powered digital buddy helps them complete each chapter, in which the characters are represented by the pieces in the museum. Each piece will tell the kids his vicissitudes, which will coincide with the problems faced by them every day. As in a video game, the passage from one chapter to another involves passing a test specially designed to encourage creativity and critical thinking. In this way, thanks to smart gamified learning, museums are all set to help children acquire knowledge in art and design while giving them tools to tackle the most common cognitive and emotional development challenges.File | Dimensione | Formato | |
---|---|---|---|
Tesi Magistrale_FrancescaPorricolo_894455.pdf
non accessibile
Descrizione: Manuale della tesi
Dimensione
31.69 MB
Formato
Adobe PDF
|
31.69 MB | Adobe PDF | Visualizza/Apri |
I documenti in POLITesi sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/10589/153025