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The recent COVID-19 crisis has just confirmed how important is to improve the capacity of our societies to develop innovative solutions to overcome the current challenges. SOCIAL INNOVATIONS are new social practices that aim to meet social needs in a better way than the existing solutions, resulting from working conditions, education, community development or health. These ideas are created with the goal of extending and strengthening civil society. Fostering the creative capacity of the citizens is key to make it possible and the education systems in Europe, including Adult Education (AE), have a key role to play on it. CREATIVITY is more obviously found in young children than in adults because of alignment of intellectual conformity, which in turn suppresses their creative potential. As a result, it is crucial to strengthen our efforts to foster the creativity of the adult learners. Developing innovative tools and andragogical methods in AE designed to foster creativity applied to Social Innovation would be an optimal solution to meet both objectives and needs.Creativity is not only a mental action of individuals but also a social process. COLLECTIVE CREATIVITY is in fact a necessary quality in any innovative process which requires cooperation between groups or individuals. Collective Creativity reflects a qualitative shift in the nature of the creative process, as the comprehension of a problematic situation and the generation of creative solutions draw from – and reframe – the past experiences of participants in ways that lead to new and valuable insights. COLLABORART project gathers 7 entities experts in AE, social innovation, Cultural and Creative Industries and educational technologies from France, Ireland, Greece, Turkey and Spain. They have worked together in collaboration with an extensive network of national and European stakeholders, identifying KEY AREAS OF INTERVENTION to foster Collective Creativity for Social Innovation in AE. The main conclusions of this analysis indicate that:- GAMIFICATION is one of the most appropriate and recommended methods to foster collective creativity applied to define citizen-based solutions for social issues. Nevertheless, not all teachers are necessarily aware of what gamification can entail and how it might enhance their students’ learning.- ARTS and CULTURE enhance the potential of creativity and social innovation, and may perform effectively as both a cohesive and a net-working social factor, answering various human and social needs, and to improve quality of life and wellbeing. - Adult educators require competencies and resources to make full use of the DIGITAL technologies for VIRTUAL online and distance learning The AIM of CollaborArt project is to address the above identified needs and challenges by developing the competencies of AE teachers, TARGET USERS of the project, to foster Collective Creativity for Social Innovation of the adult learners, TARGET BENEFICIAIRES, through Art-based virtual Gamification. Adult learners will be trained to identify real life problems and to provide solutions collectively in collaboration with stakeholders. They will learn how to apply collective creativity to co-design and implement social innovative solutions based on culture and arts, thanks to the creative skills acquired through virtual gamified scenarios. To this aim, the project will co-design and co-create the following set of innovative OUTPUTS:- ECVET Curriculum in Art-based virtual Gamification to foster Collective Creativity for Social Innovation (IO1)- Multilingual eLearning Platform (IO2)- Gamification App (IO3)- Guide for validation, certification and accreditation (IO4)CollaborArt will involve 83 AE teachers (28 from partners’ staff /30 experts involved / 25 participants in pilots). The project will also directly involve and benefit 125 adult learners that will participate in the pilots. 435 stakeholders will be directly involved at local, regional, national and European level and the project will reach a minimum audience of 1000 recipients through the dissemination activities.The project will have a positive impact in: (i) partners and other AE organizations in Europe, developing innovative solutions to foster Collective Creativity for Social Innovation; (ii) AE teachers, extending and developing their competences in Art-based virtual Gamification to foster Collective Creativity for Social Innovation, (iii) adult learners, accessing to education and training opportunities tailor made to their needs; (iv) stakeholders, accessing to innovative solutions to foster Collective Creativity for Social Innovation through AE. The project will apply EU frameworks (DigComp) and instruments (ECVET, EQAVET and Europass) to promote and boost transparency, recognition and mobility of adult educators in Europe, with the active support and cooperation of a network of key associated partners and relevant stakeholders.
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