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Digitisation and Culture for new generations

Funder: European CommissionProject code: 2018-2-CY02-KA205-001362
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for youth Funder Contribution: 151,175 EUR

Digitisation and Culture for new generations

Description

To achieve a sustainable Europe, the environmental, social and cultural objectives have to be rebalanced against the financial and economic ones. The role of creative and critical thinking, fostered by arts and cultural activities, play a key role if we want young people to regain trust in Europe. Digitalisation and culture for new generations (DiCultYouth project) implemented between November 2018 and January 2021. The DiCultYouth project focused on creating synergies between the creative sectors of culture, education, and technology to boost the digital skills of young people and help ensure that education systems and cultural organisations make the most of new technologies to enhance the employability of the new generation and support youth with a background in humanitarian studies to pursue career opportunities in cultural heritage-related fields.The project worked towards achieving the following specific objectives over the past two years:- To prepare young professionals and open new pathways to careers into the cultural sector by developing essential IT knowledge and skills required in heritage-sector careers.- To develop the digital literacy of young people while trying to combat youth unemployment through a multi-assessed e-learning programme for young people with fewer opportunities to up-grade, up-skill, or re-skill their digital competences to meet the needs of the labour market.- To strengthen the exchange of knowledge and practice between research centres, educational and training institutions d NGOs.Analyse and interpret the concept of cultural heritage through conducting a state of play review in all involved countries in order to map the ICT skills and the level of knowledge required by cultural institutions with regard to digital skills- To set up a network platform where various cultural organisations, stakeholders, agencies, relevant public services etc., to offer guidance and advice for future employmentParticularly, to achieve the objectives above, DiCultYouth developed three tangible intellectual outputs:IO1 Map Digital Skills in the Cultural sector: The comparative analysis describes the participating countries' current situation and a cross-functional skill gap analysis to identify the current and future roles and required skills in the cultural sector. The maturity level of cultural organisations was also assessed, and activities that have to be adapted to increase the level of maturity concerning digital skills were defined. This output constitutes the theoretical basis for the development/assessment of the following two Intellectual Outputs.IO2 Gamifying Culture: A fun and engaging game that puts the player in the curators' role, cultural heritage specialists to learn cultural content and develop digital competences and cultural awareness. It is based on five principles: intrinsic motivation, learning through intense enjoyment and fun, authenticity, self-reliance and autonomy, and experiential learning. The game provides much potential for innovative, effective and accessible contemporary teaching and learning, inspiring young people to learn more about our European cultural heritage, thus raising their cultural awareness.IO3 Online training course: IO3 aims to utilise Europe’s talent and social assets in a lifelong learning perspective while addressing young people's needs on basic digital skills related to the European cultural heritage, as identified in the research IO1. The DiCultYouth consortium designed and delivered an online training course to help young people develop their digital skills, covering a range of non-formal modules related to digital culture and cultural heritage.Furthermore, throughout the lifecycle of the project, partners have undertaken the following activities:1. Project Management 2. Quality Assurance of Outputs 3. Project F2F Meetings 4. Project Online Meetings 5. Dissemination, multiplication, sustainabilityAll partners completed all foreseen implementation activities. The activities were positively evaluated by target groups who expressed that the project could have a tangible impact on their local communities. These activities have led to developing skills and competences of disadvantaged young people, including unemployed, newly arrived immigrants and young refugees, early school leavers etc. Moreover, the project has supported the development of digital skills in all partner countries by providing all the relevant stakeholders with access to tangible education materials that can support them in engaging with this framework through practical and engaging educational activities such as the Online Game the Online Training Course. Dissemination of outputs resulted in the development of synergies and cross-fertilisation between the creative sectors of culture, education, and technology. Overall, during the project's lifecycle, all partners involved over 10.000+ participants through different activities.

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