The Edu-Mat project (Project Number: 2023-1-IT02-KA220-SCH-000157934) has been co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA).

Piazza Maggiore 360°

Institution
IS Ettore Majorana
Institution Typology
School
Country
Italy
Stakeholders involved
Teachers and students
Summary
The "Piazza Maggiore 360°" project engaged students in an interdisciplinary journey combining history, art, science, technology, and mathematics. Students created 3D models of Bologna’s Piazza Maggiore, integrated sensors to improve accessibility, and developed a website to share the project outcomes.

CONTEXT AND OBJECTIVES

Problem addressed or learning needs
Cognitive: Deepening historical and artistic knowledge of Piazza Maggiore

Metacognitive: Developing reflective learning skills

Collaborative: Encouraging teamwork across different disciplines

Inclusive: Creating content accessible to individuals with visual impairments

Types of enhanced competences
Digital skills (3D modeling, sensor programming)

Historical and artistic knowledge

Communication and collaboration skills

METHODS, STRATEGIES AND TOOLS

Subjects involved
Humanities, Technologies\Engineering, Math, Natural Science, Arts

Duration and timeline of implementation
The project was developed over the course of a school year, with activities divided into phases: historical research, 3D modeling, technological integration, and website development.

Strategies and activities
istorical Study: Analysis of historical texts and photographs, guided tours

3D Modeling: Creation of digital models of Piazza Maggiore’s buildings

Technological Integration: Installation of sensors to enhance accessibility

Website Development: Building a platform to share collected information and results

Material Sources
3D modeling software

Sensors for interactivity

Platforms for website creation

Methodology
Team Work, Cooperative Learning, Learning By Doing, Technology-Enhanced Active Learning (Teal)

IMPACT AND RESULTS

Impact
Number of Students Involved: All students from both the Scientific High School and the Technical Institute

Number of Teachers Involved: 3

Number of Schools Involved: 1

Observed Benefits
Development of interdisciplinary skills

Improved cultural accessibility

Increased interest in historical and artistic heritage

Challenges Faced
Managing different technical skill levels among students

Integrating accessibility technologies

Coordinating cross-disciplinary activities

LESSONS LEARNT AND RECOMMENDATIONS

Key Success Factors
Effective collaboration among teachers from different subject areas

Hands-on and engaging approach for students

Use of technology to promote inclusiveness

Future Improvements
Expand use of immersive technologies, such as augmented reality

Increase community involvement in the project

Broaden the accessibility of the website to reach a wider audience

Recommendations
Promote interdisciplinary projects that connect cultural heritage with technology

Foster inclusive practices through accessible design

Encourage long-term collaborations between different school departments