This doctoral research lies at the intersection of museum education, digital technologies, and participatory practices. Its main objective is to investigate how co-design processes and virtual engagement with cultural heritage can foster participants’ digital competences and perceived well-being. Following ethical concerns that emerged during preliminary fieldwork, the study was reframed to explore participatory digital environments within an educational context, maintaining the original methodological framework and emphasis on participation as a driver for inclusion and meaningful learning. The study employed a mixed-methods approach, combining quantitative and qualitative data, and was designed as a quasi-experimental study. The participants are high-school students (over 400 in total), divided into experimental and control groups. The activities developed along two main lines: the creation and user testing of a virtual museum room featuring 3D-digitized objects from the Embassy of India in Rome, and a series of co-design workshops in which students learned 3D digitization techniques and curated their own online collections. Data were collected through pre- and post-intervention questionnaires measuring perceived well-being and digital competences, alongside an open-ended qualitative questionnaire on the co-design experience. Statistical analyses revealed an improvement in the digital competences of the experimental group compared with the control group, while the increase in perceived well-being was moderate but indicative of enhanced self-awareness and confidence derived from participatory engagement. Thematic analysis of qualitative data highlighted several key dimensions of participation, including sense of belonging, collaboration, creativity, and critical reflection. Students perceived the co-design process as a meaningful opportunity to express their perspectives and to experience cultural heritage as a shared, living learning space. The conclusions emphasize four major contributions: empirical, by demonstrating the educational and inclusive potential of co-designed virtual museum environments; methodological, through the proposal of a replicable model of participatory research in educational and museum settings; theoretical, by linking participation, well-being, and situated learning; practical, by outlining guidelines for integrating participatory digital experiences into school and museum practices.
La ricerca presentata in questa tesi si colloca all’intersezione tra educazione museale, tecnologie digitali e pratiche partecipative, con l’obiettivo di indagare in che modo processi di co-design e fruizione virtuale del patrimonio culturale possano contribuire allo sviluppo di competenze digitali e al benessere percepito dei partecipanti. A seguito di considerazioni etiche emerse durante la fase esplorativa, l’indagine progettuale si è orientata verso la sperimentazione di ambienti digitali partecipativi all’interno di un contesto educativo, mantenendo l’impianto metodologico originario e il focus sulla partecipazione come leva di inclusione e apprendimento significativo. La ricerca ha adottato un approccio misto, articolato in una fase quantitativa e una qualitativa, con un disegno quasi-sperimentale. Il campione è composto da studenti della scuola secondaria di secondo grado, suddivisi in un gruppo sperimentale e uno di controllo (complessivamente oltre 400 partecipanti). Le attività si sono sviluppate in due direzioni principali: la realizzazione e il test di una stanza virtuale museale contenente oggetti digitalizzati concessi dall’Ambasciata dell’India a Roma, e lo svolgimento di laboratori di co-design in cui gli studenti hanno appreso tecniche di digitalizzazione 3D e curato una propria collezione online. Gli strumenti di raccolta dati hanno incluso questionari pre e post somministrazione sul benessere percepito e sulle competenze digitali, nonché un questionario qualitativo a domande aperte sul processo di co-progettazione. Le analisi statistiche hanno evidenziato un miglioramento nelle competenze digitali del gruppo sperimentale rispetto al controllo, mentre l’incremento nel benessere percepito è risultato più contenuto, ma comunque indicativo di una maggiore consapevolezza e autostima legata all’esperienza partecipativa. Dal punto di vista qualitativo, l’analisi tematica delle risposte ha messo in luce dimensioni chiave della partecipazione, tra cui senso di appartenenza, collaborazione, creatività e riflessività critica. Gli studenti hanno riconosciuto nel processo di co-design un’occasione per esprimere la propria voce e per sperimentare il valore del patrimonio culturale come spazio condiviso di apprendimento. Le conclusioni della tesi sottolineano quattro principali contributi: empirico, nella dimostrazione del potenziale educativo e inclusivo degli ambienti museali virtuali co-progettati; metodologico, attraverso la definizione di un modello replicabile di ricerca partecipativa in ambito educativo e museale; teorico, nella connessione tra partecipazione, benessere e apprendimento situato; pratico, nella proposta di linee guida per l’integrazione di esperienze digitali partecipative nei contesti scolastici e museali.
The participatory museum for intercultural development: innovative enjoyment of South-Asian art collections in Italy
CONTARDI, LUCA
2026
Abstract
This doctoral research lies at the intersection of museum education, digital technologies, and participatory practices. Its main objective is to investigate how co-design processes and virtual engagement with cultural heritage can foster participants’ digital competences and perceived well-being. Following ethical concerns that emerged during preliminary fieldwork, the study was reframed to explore participatory digital environments within an educational context, maintaining the original methodological framework and emphasis on participation as a driver for inclusion and meaningful learning. The study employed a mixed-methods approach, combining quantitative and qualitative data, and was designed as a quasi-experimental study. The participants are high-school students (over 400 in total), divided into experimental and control groups. The activities developed along two main lines: the creation and user testing of a virtual museum room featuring 3D-digitized objects from the Embassy of India in Rome, and a series of co-design workshops in which students learned 3D digitization techniques and curated their own online collections. Data were collected through pre- and post-intervention questionnaires measuring perceived well-being and digital competences, alongside an open-ended qualitative questionnaire on the co-design experience. Statistical analyses revealed an improvement in the digital competences of the experimental group compared with the control group, while the increase in perceived well-being was moderate but indicative of enhanced self-awareness and confidence derived from participatory engagement. Thematic analysis of qualitative data highlighted several key dimensions of participation, including sense of belonging, collaboration, creativity, and critical reflection. Students perceived the co-design process as a meaningful opportunity to express their perspectives and to experience cultural heritage as a shared, living learning space. The conclusions emphasize four major contributions: empirical, by demonstrating the educational and inclusive potential of co-designed virtual museum environments; methodological, through the proposal of a replicable model of participatory research in educational and museum settings; theoretical, by linking participation, well-being, and situated learning; practical, by outlining guidelines for integrating participatory digital experiences into school and museum practices.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14242/357261
URN:NBN:IT:UNIROMA1-357261