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A most powerful way to use technologies to teach art history is to use them to engage students in new activities and to facilitate them in taking control of their learning. In order to achieve this goals it could also be useful to take advantages of the potentialities related with mobile devices as delivery tools and with game based teaching approaches as methodology.
This paper aims to identify the most used methodologies to teach History of Art in higher Education and, based on these considerations, to propose a model to design History of Art e-learning courses for University. The field testing of this model will be done as part of a doctoral research described at the end of this paper.
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