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What is Paura in 2 B

Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments
Scare in 2 B, is the name of the project experimented and presented in this case.
Published in Chapter:
Art and Didactics in Virtual Worlds: How Technology Can Activate Social Skills
Simona Lamonaca (Istituto Comprensivo Giuseppina Pizzigoni, Italy)
DOI: 10.4018/978-1-5225-2426-7.ch022
Moving from an art experience in a virtual world ending into a school project, technology appears to be a good instrument to activate a deep emotional impact. Immersive art works with this assumption considers the viewers as important part of the artwork, giving them a changing significance depending on who they are. This is possible thanks to the emotional impact of the installation on the users. Moving this premises to school, a project with 12-year-old students shows that it is possible to use emotional involvement of immersive reality to guide teens toward the discovery and analysis of their own emotions, in order to enhance both their self-esteem and their social skills.
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