Abstract
Object-Based Learning (OBL) is a pedagogical methodology that fosters interactive and immersive engagement with cultural heritage, while promoting key transversal skills: Creativity, Communication, Collaboration, and Critical Thinking (4Cs). Digital OBL has been employed within the ARTISTIC (AI and Robotics for Inclusive Heritage Education Experiences) project which foresees the integration of advanced digital technologies—such as artificial intelligence (AI), robotics, and virtual reality (VR)—in museum education. The project’s primary goal is to enhance the accessibility and inclusivity of Ligurian cultural heritage through innovative approaches, particularly supporting individuals with cognitive or physical disabilities, children, and the elderly. The present contribution describes a pilot study carried out at Giardini Luzzati in Genoa where the employment of these methodologies was tested. A humanoid robot, Pepper, was involved as a teaching facilitator, guiding participants through structured activities such as the "I See, I Think, I Wonder" thinking routine. This multimodal learning experience combined physical and digital heritage objects, including 3D-printed artefacts and virtual museum content, enhancing observational and analytical skills. The study also evaluated participants' acceptance of robotics in educational settings, with promising preliminary results, particularly for children with protected characteristics. While initial findings suggest that AI-driven and robotics-enhanced learning can foster engagement and accessibility in museum education, further research is needed to assess the long-term pedagogical impact. Ongoing and future pilot activities will refine methodologies and explore their applicability across different audiences and learning contexts, contributing to the broader discourse on digital innovation in cultural heritage education.
