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DICE - Digital Intersectional Creative Education

Funder: European CommissionProject code: 2020-1-NL02-KA227-YOU-003340
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Partnerships for Creativity Funder Contribution: 58,920 EUR

DICE - Digital Intersectional Creative Education

Description

ContextIn training and educational contexts it happens often that well intentioned people reinforce narratives that are oppressive for certain groups. This sometimes leads to tension and distancing where we would like to use those moments as an opportunity for critical self reflection and connection. Taxonomically speaking, knowledge is relatively easy to gain, skills can be obtained in a short time, but reflection on ethical values and attitudes need more time and effort. Reflection is vital in our work on human rights and inclusion so we need effective tools for that. Creativity and arts are a tool capable of such change.In times where divisions between people are growing stronger and wider, and a need arises to deal with differences of values and beliefs in a way that is connecting instead of dividing. Reflective practices and critical thinking are needed to improve our practices and foster personal growth. Especially in times where COVID-19 has a huge impact on our daily life, time spent online is rising, with questions emerging about the effects of this on our (social) lifes and growing segregation. Digital environments call for and provide opportunities for innovative ways of implementing reflective practices and critical thinking. This project aims at developing critical self-reflection on behaviours and attitudes, to be able to accept vulnerability and move beyond hostile, defensive and aggressive reaction patterns toward inclusive attitudes and open-minded behaviours.Aim More inclusive youth work and educational settings by promoting attitudinal and behavioural change that leads to a more equal and safe environment for all youth.ObjectivesCreating space for differences in experience and worldview, in constructive discussions that foster empathy;opportunities for self-reflection and personal development.;foster critical thinking and open-mindedness in society;improve the digital competences in youth work;promote creativity and resilience in learning spaces;use art as a way to express and reflect;focus on our values and attitudes when dealing with competences.MethodsWe will use desk research to identify and analyse already existing games for the resources in the toolkit.For the digital game we will use creative collaborative methods as well as interdisciplinary tools to create an integrative game. The creative process will be based on the structure of design thinking: content creation and programming, testing and developing, reflecting.Creativity and (participatory) arts as a method of critical reflection beyond the theoretical realm.Activities3 transnational meetings with to the core team and technical support;1 training event for participant from associated partners to test the products;several local activities where the products will be implemented;events for dissemination and visibility;follow-up phase to assess the impact and continue dissemination. ResultsA digital game that will be disseminated alongside a toolkit with additional resources, background of the game, how to work with it, and implementation for work on diversity and inclusion. Both these outputs will be digitally available on already existing platforms, such as the websites of the project partners.ImpactThe impact of the project will be a start of a behavioural and attitudinal change. These kinds of changes are not reached overnight, though. So the primary impact will be an enhanced awareness amongst participants of their own learning opportunities regarding fragilities, power structures, and the like. They will gain insight in the ways in which to question one’s own reactions and will gain observational skills to be able to postpone reactions and thus change their own behavioural patterns. Long-term benefitsPlayers of the game will have the tools to explore their own position in an intersectional working field long after the end of this project. They can revisit the game any time they want and work at further personal development.The secondary impact will be that participants working with youth or in education will change their attitudes and behaviours over time, in a way that benefits the people they work with and creates a more inclusive context.

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