In Italy, around one in three children (32.6%) aged between 6 and 10 uses a smartphone every day, with their usage concentrated on entertainment platforms such as YouTube and video games. Building on this scenario of media presence, the research aims to answer three fundamental questions: how digital content for children is created, how to make it effective, and why storytelling emerges as the most powerful medium of engagement even for the youngest children. Adopting a perspective rooted in the field of communication, the study sets out to demonstrate how storytelling can become a strategic resource applicable within educational and school settings. The thesis is structured into two main sections. The first part, of a theoretical and review nature, maps the context by tracing the evolution of traditional storytelling within the modern paradigm of digital storytelling, exploring the impact of digital media and artificial intelligence on children’s learning processes. The second part adopts an empirical approach through the analysis of three real-world case studies, selected to map different methods of content development and to identify the points of contact and divergence between the formats. In conclusion, this paper aims to establish general and practical guidelines for the creation of edutainment digital content for children, testing their effectiveness through their application to a hypothetical project. The paper also seeks to offer an ethical reflection on the responsibility inherent in the act of communication, particularly when it is directed at the most impressionable and easily influenced members of society.
In Italia, circa un bambino su tre (il 32,6%) tra i 6 e i 10 anni utilizza lo smartphone quotidianamente, concentrando il consumo su piattaforme di intrattenimento come YouTube e videogiochi. Partendo da questo scenario di presenza mediale, la ricerca desidera rispondere a tre interrogativi fondamentali: come si costruiscono i contenuti digitali per l'infanzia, come renderli efficaci e perché la narrazione si configuri come il canale ricettivo più potente anche per i più piccoli. Adottando una prospettiva radicata nel campo della comunicazione, lo studio si propone di dimostrare come lo storytelling possa trasformarsi in una risorsa strategica applicabile anche in ambito educativo e scolastico. L'architettura della tesi si articola in due macro-sezioni. La prima parte, di natura teorico-compilativa, mappa il contesto di riferimento tracciando l'evoluzione della narrazione tradizionale nel moderno paradigma del digital storytelling, approfondendo l'impatto dei media digitali e dell'intelligenza artificiale sui processi di apprendimento infantili. La seconda parte adotta un approccio empirico attraverso l’analisi di tre casi studio reali, selezionati per mappare differenti modalità di sviluppo dei contenuti e per rintracciare i punti di contatto e di divergenza tra i formati. In conclusione, l'elaborato mira a dedurre delle linee guida generali e operative per la realizzazione di contenuti digitali di edutainment destinati all'infanzia, testandone l'efficacia attraverso l'applicazione a un progetto fittizio. Il lavoro desidera anche essere una riflessione etica sulla responsabilità dell'atto comunicativo, soprattutto quando quest'ultimo si rivolge ai soggetti più vulnerabili della società.
Raccontando si insegna: il digital storytelling per l'edutainment
GRAZIANI, DEBORAH
2025/2026
Abstract
In Italy, around one in three children (32.6%) aged between 6 and 10 uses a smartphone every day, with their usage concentrated on entertainment platforms such as YouTube and video games. Building on this scenario of media presence, the research aims to answer three fundamental questions: how digital content for children is created, how to make it effective, and why storytelling emerges as the most powerful medium of engagement even for the youngest children. Adopting a perspective rooted in the field of communication, the study sets out to demonstrate how storytelling can become a strategic resource applicable within educational and school settings. The thesis is structured into two main sections. The first part, of a theoretical and review nature, maps the context by tracing the evolution of traditional storytelling within the modern paradigm of digital storytelling, exploring the impact of digital media and artificial intelligence on children’s learning processes. The second part adopts an empirical approach through the analysis of three real-world case studies, selected to map different methods of content development and to identify the points of contact and divergence between the formats. In conclusion, this paper aims to establish general and practical guidelines for the creation of edutainment digital content for children, testing their effectiveness through their application to a hypothetical project. The paper also seeks to offer an ethical reflection on the responsibility inherent in the act of communication, particularly when it is directed at the most impressionable and easily influenced members of society.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/111924