Abstract
The new generations - from Millenials to generation Z - who are starting or finishing their educational training are considered digital natives. However, they are still educated by studying with traditional pedagogical approaches and tools. Besides, the pandemic emergency that forced us to distance learning, i.e. teaching on digital channels rather than in presence, represents a paradigmatic shift in teaching experience.
On the other hand, alternative pedagogical methods and approaches using new technologies have been developed in recent years. From interactive whiteboards to the use of tables, from digital school publishing to online media, digital has become part of the conceptual framework within which the learning dynamic takes place.
The paper explores the gamification approach within the learning environment and proposes a critical map of the main approaches and technologies used. In particular, it analyses and systematises the use of innovative interaction paradigms such as the use of AR/VR/XR on the one hand, and transmedia storytelling on the other, in the field of art, history and cultural heritage