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.
Authors
- Francesco Campione
- Andrea Nucita (ORCID: https://orcid.org/0000-0001-6257-5529)
- Rosa Angela Fabio
- Valentina Certo
- Saverio Autellitano
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