Immersive Models and Methodological Proposals for Art Education through AR and VR: a case study on Caravaggio

This article explores the use of immersive digital technologies—particularly Virtual Reality (VR) and Augmented Reality (AR)—applied to the teaching of art history, with the aim of enhancing learning processes, active participation, and student engagement during workshops or thematic lessons. The study seeks to highlight the potential, methodologies, limitations, and critical aspects of digital-based teaching, focusing especially on the interactive and engaging approach fostered by the sense of “immersion” within the artwork (the recreation of an original work designed specifically for this purpose). Finally, a pedagogical laboratory methodology is proposed for implementation in educational settings, structured into five phases: theoretical introduction, immersive experience, reflection, creative reworking, and presentation. The educational model, applicable to any artist or artistic movement, is illustrated through the case study of Caravaggio. The contribution aims to outline a model for teaching art history that integrates the pedagogical tradition of the laboratory with new digital technologies.

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Publication Details

Journal
Messanae Universitas Studiorum (University of Messina)
Published
2025-12-30
DOI
https://doi.org/10.13129/3035-062x/prnr-5330
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Immersive Models and Methodological Proposals for Art Education through AR and VR: a case study on Caravaggio

Francesco Campione, Andrea Nucita, Rosa Angela Fabio, Valentina Certo et al.
Messanae Universitas Studiorum (University of Messina)
Virtual Reality Applications and Impacts
article

Immersive Models and Methodological Proposals for Art Education through AR and VR: a case study on Caravaggio

Francesco Campione, Andrea Nucita, Rosa Angela Fabio, Valentina Certo, Saverio Autellitano
article en

Abstract

This article explores the use of immersive digital technologies—particularly Virtual Reality (VR) and Augmented Reality (AR)—applied to the teaching of art history, with the aim of enhancing learning processes, active participation, and student engagement during workshops or thematic lessons. The study seeks to highlight the potential, methodologies, limitations, and critical aspects of digital-based teaching, focusing especially on the interactive and engaging approach fostered by the sense of “immersion” within the artwork (the recreation of an original work designed specifically for this purpose). Finally, a pedagogical laboratory methodology is proposed for implementation in educational settings, structured into five phases: theoretical introduction, immersive experience, reflection, creative reworking, and presentation. The educational model, applicable to any artist or artistic movement, is illustrated through the case study of Caravaggio. The contribution aims to outline a model for teaching art history that integrates the pedagogical tradition of the laboratory with new digital technologies.

Messanae Universitas Studiorum (University of Messina)
Quality Education
Openalex Percentile: Top 29%
Virtual Reality Applications and Impacts
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