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Center for
Advanced Studies
in Education

/Events/

Our events

Building communities – seminars and forums – 17/04/2026

Seminar: “Territorial Development and Economic and Social Sustainability” How can territorial development be reconciled with economic and social sustainability, while activating local resources, community ties, and shared forms of valorisation? Within the framework of the Building Communities cycle, promoted by the School of Performing Arts

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Building communities – seminars and forums – 13/03/2026

Seminar: “Individual well-being, social relationships, and community agency“ What factors influence social ties within communities, and what impact do they have on collective well-being and quality of life? In the eighth seminar of the Building Communities cycle, organised by the P.L.A.C.E. Research Laboratory within the

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Building communities – seminars and forums – 13/02/2026

Seminar: “For a Community School” How can the school be configured as a community device capable of promoting individual well-being, social relationships, and collective agency within educational and territorial contexts?rmative practices contribute to activating participatory, relational and symbolic processes within local communities? In the seventh

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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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