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Center for
Advanced Studies
in Education

/Events/

Our events

Building communities – seminars and forums – 12/12/2025

Seminar: “Memory, Archives and the Public Reception of History” How do archives and cultural institutions contribute to the construction of collective memory and shape the ways in which communities receive and interpret history? In the fifth seminar of the “Building Communities” series, curated by the

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Mizar. Costellazione di pensieri – 28/11/2025

The journal “Mizar. Costellazione di pensieri” has been active since September 2015 and focuses on themes related to pedagogy, didactics, and the philosophy of education. It is one of the journals published by the University of Salento, and since October of this year, it has been officially recognized as a Class

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Building communities – seminars and forums – 28/11/2025

Digital technologies, inland areas, and local development What opportunities does digital technology offer to support the development of inland areas? Speakers: With the patronage of the Municipality of Poggiardo. In the fourth appointment of the ‘Building Communities’ series, titled “Digital Technologies, Inland Areas, and Local

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Vision

The CASE lab aspires to make a significant impact in the educational field by assessing, evaluating, understanding changes, and anticipating and spearheading innovations for the future of schools and universities.

Vision
/projects/

Latest projects

Poetics, Aesthetics and AI

This research project investigates the relationship between artificial intelligence and poetic experience, focusing on how aesthetics and authorship influence the perception of literary quality. Drawing on theoretical frameworks from aesthetics, media studies, and the philosophy of art, the study explores how people engage with poetry

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EUROMUSE

EUROMUSE pioneers a novel applied music sub-genre for museums ambient, enhancing visitor experiences.

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VIDEOGAMES & HIGH CULTURE

What are video-games, but most of all, what could they be?  To what extent are old and new generations influenced and “educated”, directly or indirectly, consciously and unconsciously, by the videogame applications developed for (and in) the psycho-social space of the “Global Market”?  What relationship

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