This doctoral dissertation represents an attempt to reconstruct the state of research in the field of educational video games, or Serious Games, for the learning of architecture and Cultural Heritage. The aim is to conduct a theoretical investigation and subsequently to design and implement a case study within a formal learning environment, with the objective of providing an empirical contribution to the field of innovation in architectural education.The structure of this dissertation can be divided into three sections.The first section concerns the theoretical and legislative framework of active learning and Serious Games, as well as a reconstruction of the state of the art.The second section focuses on the description of the case study proposed in this dissertation, namely the Serious Game entitled Architectura Enigma. This proposal is articulated into three subsections. The first presents a synthesis of the key elements identified during the analysis of the state of the art, namely a brief description of the strengths, weaknesses, critical issues, and potentialities that emerged during the investigation. This identification constituted a theoretical–practical foundation from which the game design principles were derived. The second subsection addresses the theoretical framework underlying the Serious Game, that is, the principles that informed the so-called game mechanics as well as the educational content. Finally, the third subsection describes the technical processes involved in the development of the video game, namely: the technical redesign and modeling of architectural artifacts, the design of game principles and mechanics, and the programming of interactions.The third section concerns the experimental application of Architectura Enigma within a formal learning environment through phases of observation, data collection, and data analysis. Following the experimentation, it was possible to formulate concluding considerations regarding the use of Serious Games as epistemic devices conventionally applicable to architectural education.
La presente tesi di dottorato costituisce un tentativo di ricostruzione dello stato della ricerca nell’ambito dei videogiochi educativi o Serious Games per l’apprendimento dell’architettura e del Patrimonio Culturale. L’intento è quello di effettuare una indagine teorica e, successivamente, la progettazione e applicazione di un caso studio in un ambiente di apprendimento formale, allo scopo di dare un contributo empirico al campo dell’innovazione della didattica in architettura. La struttura di questa tesi può essere suddivisa in tre sezioni: La prima riguarda l’inquadramento teorico-legislativo dell’apprendimento attivo e dei Serious Games, nonché, la ricostruzione dello stato dell’arte.La seconda sezione riguarda la descrizione del caso studio proposto in questa tesi, ovvero il Serious Game dal titolo Architectura Enigma. Tale proposta è articolata in tre sotto-sezioni: la prima tratta la sintesi degli elementi chiave identificati durante lo studio dello stato dell’arte, ovvero una breve descrizione dei punti di forza, punti di debolezza, criticità e potenzialità emerse durante l’indagine. Tale identificazione ha costituito una base teorico-pratica a partire dalla quale si sono potuti delineare i principi di design del gioco. La seconda sotto-sezione tratta il fondamento teorico su cui si basa il Serious Game, ovvero quei principi che hanno dettato le cosiddette meccaniche di gioco nonché i contenuti didattici. La terza, infine, è una descrizione dei processi tecnici atti allo sviluppo del videogame, ovvero: la fase di ridisegno tecnico e modellazione degli artefatti architettonici, il design dei principi e delle meccaniche di gioco e la programmazione delle interazioni.La terza sezione riguarda l’applicazione sperimentale di Architectura Enigma in un ambiente di apprendimento formale tramite fase di osservazione, raccolta ed analisi dei dati. A seguito della sperimentazione è stato possibile formulare delle considerazioni conclusive relative all’impiego dei serious games come dispositivi epistemici convenzionalmente applicabili alla didattica in architettura.
METODOLOGIE DIDATTICHE ATTIVE PER L’APPRENDIMENTO DELL’ARCHITETTURA CLASSICA: UN SERIOUS GAME SU “LA REGOLA DELLI CINQUE ORDINI DI VIGNOLA”
CELLURA, Giulio
2026
Abstract
This doctoral dissertation represents an attempt to reconstruct the state of research in the field of educational video games, or Serious Games, for the learning of architecture and Cultural Heritage. The aim is to conduct a theoretical investigation and subsequently to design and implement a case study within a formal learning environment, with the objective of providing an empirical contribution to the field of innovation in architectural education.The structure of this dissertation can be divided into three sections.The first section concerns the theoretical and legislative framework of active learning and Serious Games, as well as a reconstruction of the state of the art.The second section focuses on the description of the case study proposed in this dissertation, namely the Serious Game entitled Architectura Enigma. This proposal is articulated into three subsections. The first presents a synthesis of the key elements identified during the analysis of the state of the art, namely a brief description of the strengths, weaknesses, critical issues, and potentialities that emerged during the investigation. This identification constituted a theoretical–practical foundation from which the game design principles were derived. The second subsection addresses the theoretical framework underlying the Serious Game, that is, the principles that informed the so-called game mechanics as well as the educational content. Finally, the third subsection describes the technical processes involved in the development of the video game, namely: the technical redesign and modeling of architectural artifacts, the design of game principles and mechanics, and the programming of interactions.The third section concerns the experimental application of Architectura Enigma within a formal learning environment through phases of observation, data collection, and data analysis. Following the experimentation, it was possible to formulate concluding considerations regarding the use of Serious Games as epistemic devices conventionally applicable to architectural education.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14242/356452
URN:NBN:IT:UNIPA-356452