La Realtà Virtuale al servizio della Didattica

Towards the end of the Fifties film director Morton Heilig, universally known as the Father of Virtual Reality, presented the world with a prototype named Sensorama. Today, after nearly 70 years, that dream may be about to come true: thanks to technological progress, which has finally met the stand...

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Main Author: Marco Andreoli
Format: Article
Language:English
Published: Firenze University Press 2018-07-01
Series:Studi sulla Formazione
Subjects:
Online Access:https://oajournals.fupress.net/index.php/sf/article/view/9441
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spelling doaj-f33931307b5246f1b03d537e0c132e0b2020-11-25T02:51:53ZengFirenze University PressStudi sulla Formazione2036-69812018-07-0121110.13128/Studi_Formaz-2309018911La Realtà Virtuale al servizio della DidatticaMarco Andreoli0Dottorando in pedagogia – Università di Roma La Sapienza Towards the end of the Fifties film director Morton Heilig, universally known as the Father of Virtual Reality, presented the world with a prototype named Sensorama. Today, after nearly 70 years, that dream may be about to come true: thanks to technological progress, which has finally met the standards of Heilig's brainchild, and to the huge financial investments made by the gaming industry, virtually anyone will have the opportunity to live a life-like, and at the same time unconventional, full-sensory experience. However, far beyond the Entertainment industry, the potential applications of Virtual Reality could branch off in several areas of interest; in particular, it could have a significant impact on the field of Education. While a large number of major universities throughout the US and the technologically advanced Asia are not only implementing experimental VR projects, but also producing significative results in terms of knowledge acquisition, the theme of our debate is this: is it possible for a system, conceived and created with entertainment as its ultimate purpose, to become the cornerstone of a worldwide Didactic Revolution? https://oajournals.fupress.net/index.php/sf/article/view/9441Virtual realityImmersive educationTechnological innovationsGamification
collection DOAJ
language English
format Article
sources DOAJ
author Marco Andreoli
spellingShingle Marco Andreoli
La Realtà Virtuale al servizio della Didattica
Studi sulla Formazione
Virtual reality
Immersive education
Technological innovations
Gamification
author_facet Marco Andreoli
author_sort Marco Andreoli
title La Realtà Virtuale al servizio della Didattica
title_short La Realtà Virtuale al servizio della Didattica
title_full La Realtà Virtuale al servizio della Didattica
title_fullStr La Realtà Virtuale al servizio della Didattica
title_full_unstemmed La Realtà Virtuale al servizio della Didattica
title_sort la realtà virtuale al servizio della didattica
publisher Firenze University Press
series Studi sulla Formazione
issn 2036-6981
publishDate 2018-07-01
description Towards the end of the Fifties film director Morton Heilig, universally known as the Father of Virtual Reality, presented the world with a prototype named Sensorama. Today, after nearly 70 years, that dream may be about to come true: thanks to technological progress, which has finally met the standards of Heilig's brainchild, and to the huge financial investments made by the gaming industry, virtually anyone will have the opportunity to live a life-like, and at the same time unconventional, full-sensory experience. However, far beyond the Entertainment industry, the potential applications of Virtual Reality could branch off in several areas of interest; in particular, it could have a significant impact on the field of Education. While a large number of major universities throughout the US and the technologically advanced Asia are not only implementing experimental VR projects, but also producing significative results in terms of knowledge acquisition, the theme of our debate is this: is it possible for a system, conceived and created with entertainment as its ultimate purpose, to become the cornerstone of a worldwide Didactic Revolution?
topic Virtual reality
Immersive education
Technological innovations
Gamification
url https://oajournals.fupress.net/index.php/sf/article/view/9441
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