The new application that will help the little ones to learn more about the history of the “Ghetto” of Cagliari comes from a free course provided by the Formatica Scarl agency. The tool, downloadable on the Camù website (Consortium of Art Centers and Museums of Cagliari) and currently available only for the Android operating system, it was created by two young people who participated in the course “Games for cultural tourism”, linked to “AgrITour – Innovative training in agri-food, ICT and Tourism ”, an operation financed by the Autonomous Region of Sardinia and 50% co-financed with resources from the ESF.
They are Marco Ruffi, 30 years old from Cagliari, and Andrea Zago, 32 years old from Muravera (southern Sardinia) who successfully completed the course at the end of last year. The work began during an internship and then was refined and concluded until, in the last few weeks, the app was finally released.
«El Camù presented us with one of their projects – says Andrea Zago – or create didactic notebooks to accompany the visit of the little ones. For this reason we have decided to use part of the knowledge acquired during the course to digitize this experience. The result was an application with the same purpose, with a virtual tour of the Ghetto accompanied by simple games.
“The Ghetto was proposed to us by Camù himself – Marco Ruffi continues – we had some initial difficulties to structure the application, since it was something that evolved while we were developing it. We studied historical information and it was nice to discover some taboos, like the fact that Jews never lived there.
Through the application, children, but not only, can go to discover the treasures of the Spanish and Savoyard era of the center of Cagliari together with Carlo, a soldier of the Sardinian Dragon Corps. With it it is possible to learn about the history of the Santa Croce Bastion, one of the bastions that defended the city five hundred years ago, the large panoramic terrace over the historic neighborhoods of the city, finally accessing the subsoil passing through the spaces. created between the huge walls of the bulwark, in the gunboat room, through the emergency door, the dungeons and discovering the wind well. All this is combined with educational games that act as a control of the acquired knowledge.