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  4. AEDICULA
  • Initiative category
    Regaining a sense of belonging
  • Basic information
    AEDICULA
    AEDICULA - The Community Culture Magazine
    Aedicula is a digital participatory magazine covering cultural topics of tradition and current affairs.
    It features gamification and augmented reality elements that encourage students to visit local GLAM (Galleries, Libraries, Archivers, Museums) cultural venues, stimulating them to rediscover their sense of belonging.
    Local
    Italy
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    Mainly urban
    It refers to other types of transformations (soft investment)
    No
    No
    Yes
    As an individual in partnership with other persons
    • First name: Alice
      Last name: Saracchi
      Gender: Female
      Nationality: Italy
      If relevant, please select your other nationality: Italy
      Address (country of permanent residence for individuals or address of the organisation)<br/>Street and number: Via Vastato, 22/24
      Town: RECCO
      Postal code: 16036
      Country: Italy
      Direct Tel: +393407345350
      E-mail: alicesaracchi3@gmail.com
      Website: https://www.fabriekstudio.com
    Yes
    New European Bauhaus or European Commission websites
  • Description of the initiative
    Aedicula is a participatory digital magazine, accessed by scanning Qr codes placed on striking posters resembling the cover of a magazine. The posters are displayed monthly by the teacher in the classroom. Once the Qr code is scanned, students access the Aedicula platform that contains that month's digital cultural experience.
    The experience covers cultural topics related to tradition and current affairs. Each topic is explored and deepened both in hypermedia articles and through edutainment and gamification elements.
    Students can manipulate 3D models and move around in 360° virtual environments representing the objects and places of culture and heritage discussed in the articles. These virtual objects and spaces are geo-localised: Aedicula suggests the interactive route and map to visit the objects and spaces in the real GLAM places (Galleries, Libraries, Archives, Museums) in extra-curricular free time.
    This experience aims to bring students closer to cultural places and strengthen their sense of belonging.
    In addition, Aedicula offers a 'prosumer space' where students can
    share their contribution on the theme and creatively express their ideas through various forms (comments, photographs, productions). The best contributions are published in the magazine.
    cultural awareness and expression
    digital innovation
    citizenship
    learner centered design
    sense of belonging
    Using digital devices, the initiative is highly sustainable and easily reproducible.
    The magazine covers various topics related to sustainability, with a focus on ocean conservation and underwater life. Other topics covered are the importance of experiencing nature and learning about environmental heritage.
    Aedicula is an aesthetic experience.
    The magazine posters feature an eye-catching design, encouraging students to scan the Qr Code to activate the digital experience. The online experience uses design both to ensure usability through colours, fonts and images, and to show users faithful illustrations and representations of digital cultural heritage (both digitised and born-digital).
    The topics addressed in the first edition of Aedicula are cultural and they are:
    "A sailor's life"
    "We are all at sea"
    "The dream during the shipwreck".
    "What does modernity compete with?"
    "The colours of the Mediterranean"
    "The intergenerational local community
    "Welcoming".
    "Myths and Stories
    "Festivals: evocations of tradition?"
    "Landscape
    "Transatlantic
    "Ecology in Contemporary Art".
    Aedicula is an inclusive initiative and it is learner-centered.
    It is accessible via smartphone or tablet by all students (and anyone with a personal mobile device). The principles of design-for-all ensure:
    - Equal use: Aedicula is useful for students with different abilities.
    - Flexibility of use: use is free and has no deadlines or time limits.
    - Simple and intuitive use: affordances guide and suggest the path in a clear and simple way.
    - Perceptible information: contents are in-depth, explained and geo-localised.
    - Error tolerance: the path of use is guided, linear and always allows 'going back'.
    - Low physical effort: it can be enjoyed remotely. The experience of visiting real GLAM sites is not compulsory.
    - Adequate size and space for approach and use: posters are printed and posted inside the school. Everything else is online.
    Starting with the involvement of students, the initiative benefits all citizens.
    In fact, the students show Aedicula to their parents and relatives and ask them to take them to the real GLAM sites during the weekend or in their extracurricular free time.
    In this way, a phenomenon of rapprochement to cultural venues is triggered, not only by the students, but by the entire community.
    The first stakeholder involved in the initiative is the school. In particular, the project involved the Istituto Tecnico Nautico San Giorgio in Camogli and Genoa.
    In fact, the first edition of Aedicula deals with topics related to the sea and therefore brings back objects from GLAM locations such as the Genoa Principe Library and the Galata Museo del Mare, and the 'Niccolò Cuneo' library and the Museo Marinaro in Camogli.
    The initiative involves different sectors of the social context Work, Education and Public.
    - Work: studio Fabriek conceived, designed and developed the project. Experts in the field of art direction and Digital Humanities were involved. Design and web design work enabled the creation of the posters and online experience (layout and web structure).
    - Public: the GLAM places (Galleries, Libraries, Archives, Museums; public social context), which are the heart of the cultural experience, provided the cultural knowledge useful to create the content, either the articles or the objects or reconstructions of the places.
    - Education: students are the active users of the experience, and are also involved as prosumers. They exercise European Key Competencies No. 4 (digital competence) and No. 8 (cultural awareness and expression competence) and produce digital cultural content under the supervision of teachers.
    Aedicula is an innovative initiative.
    It is based on gamification and augmented reality elements, and it enables the exercise of European key competencies, with a focus on digital competence.
    The element of innovation also lies in the structure of the experience: instead of bringing cultural content out of the GLAM places, digital is applied to draw students and citizens into the places themselves.
    The methodology, technology, processes and learning modes are entirely replicable.
    It would only be a matter of adapting the content to the subjects being taught within the schools and connecting it with the GLAM sites in the area where the schools are located and which preserve the cultural content related to the topics covered.
    The methodology and approach used are those of constructivist education: through digital, an active fruition of the experience is proposed by the user who is involved in both online activities and in the activities of visiting the GLAM sites.
    This develops cultural awareness.
    In addition, the production part allows students to use their prior knowledge to practice cultural expression. This again is done in an active way and with a constructivist approach.
    The global challenge relates to the goals of the UN 2030 Agenda, specifically that of Culture 2030: The Role of Culture for Sustainable Development.
    The initiative considers some of the SDG priorities and macro goals that have been the subject of cross-disciplinary learning and study across cultural goods and services of Museums, Archives and Libraries and their stakeholders for the past few years in order to find responses that flesh out joint development actions, research projects, improvement, modernization, security and safeguarding, that address public cultural heritage in the rapidly changing global society that requires more updated skills and different approaches from the current ones.
    Progress in implementing the initiative: increased visits to GLAM institutions by the public (citizens); reaching a younger audience (students).
    Progress in learning: effectiveness in learning given by the constructivist approach and the type of experience proposed. Through the practice of "learning by doing," students demonstrate consolidation of their knowledge of cultural heritage and strengthen their cultural identity.
    For the following year, Fabriek studio proposes a second edition of Aedicula in a collaboration with other museums in the area that deal with other cultural issues and involves other high schools in the area.
    Aedicula supports the exercise of key competencies for lifelong learning, with focus on:
    - digital competence (no.4)
    - the digital awareness and expression competence (no.8)
    Students and citizens who use Aedicula also develop the following competencies:
    - Embodying the values of sustainability: valuing sustainability, supporting equity, and promoting nature through valuing heritage and strengthening cultural identity while respecting cultural diversity.
    - Embracing complexity in sustainability: particularly critical thinking and problem framing as it relates to current issues addressed.
    - Acting for sustainability: collective action, individual initiative. Through sharing, an individual's action becomes of value to the whole community.
    - Imagining a sustainable future: future literacy, exploratory thinking. Cultural heritage that promotes the caring activity by which value is preserved for future generations.
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