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Cultureghem

Country: Belgium
2 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2020-1-PT01-KA201-078491
    Funder Contribution: 245,382 EUR

    #NarcissusMeetsPandora is an INNOVATIVE ARTS-BASED PRACTICE THAT TAKES UP DIGITAL TECHNOLOGIES AS TOOLS FOR YOUTH TO CRITICALLY AND SOCIALLY ENGAGE IN THE SOCIAL MEDIA CONTENTS PRODUCTION.#NarcissusMeetsPandora addresses crucial concerns of today's society related to digital competences, social inclusion and education. It faces young people's lack of capacity to produce and analyse visual media content and lack of training on digital skills by teachers and school education plans. In a changing society, social sustainability calls for the involvement of young people in creative and dynamic learning processes, taking advantage of intercultural dialogue to value diversity and positive attitude.The project aims to develop digital skills and social engagement in an innovative way, by providing high-quality skills for stimulating the reflection and creative expression, working directly with young people’s digital portraits, starting from an intrinsic habit to develop a critical and efficient pedagogical experience.FIRST RESULT expected is that young people are capable of producing images that represent themselves and others through digital technologies with confidence and responsibility. SECOND RESULT expected is that young people use social media to address social, ethnic and cultural diversity, to make a positive change for communities across Europe. THIRD RESULT expected is that teachers and youth workers feel empowered to use digital skills as a transformation tool that provides social inclusion.WHO IS IT ADDRESSED TOStudents/young people aged between 12 and 19 years old, an age range that embraces passage from children to youth, as well as from the beginning of using social media and mobile devices to its daily and common use. Young people with less opportunities and at risk of social exclusion will be particularly targeted. Teachers/youth workers, as they perform a privileged role in youth education and need to develop competences to work digital and visual references in social media.Policy makers and the general public to raise awareness to the projects work, contributing to a more inclusive Europe.RESULTS ACHIEVEMENT: ACTIVITIES & METHODOLOGYThe project aims to create integrated activities to accomplish its objectives. They’ll be developed and performed by all partners according to expertise areas.A FRAMEWORK for any EU institution in developing youth work related to social inclusion, the use of social media or portrait photography. A transversal tool that puts in relation different expertise areas and assesses the impact of this project through its activities. ARTS-BASED WORKSHOP ACTIVITIES, a set of empathic and creative approaches to media and visual literacy incorporating intercultural dialogue, that will be developed and performed with students/young people and their teachers/youth workers. An ONLINE EXHIBITION and a PHYSICAL EXHIBITION to disseminate workshop’s artistic results, both to policy makers and the general public.A DIGITAL TOOLKIT, for training and learning the arts-based activities set as digital tools to accompany students/young people and their teachers/youth workers. This toolkit promotes empowerment of youth’s means of representation and enhances the critical quality and social impact of youth work online.An EDUCATOR'S GUIDE, presenting the toolkit and assisting teachers/youth educators with extensive knowledge regarding the areas that the toolkit explores: digital competences in social media, visual literacy and individual and social identities in youth. It will allow the digital toolkit to be used and spread in schools and other non-formal education youth institutions.To develop an impact evaluation system that can be tested during the project’s pilot implementation, the project produces an EVALUATION KIT and a FORMATIVE EVALUATION of the project’s pilot implementation. It also accomplishes an adequate process of dissemination by creating evidence of the approach used in the project. Its expected impact is therefore increasing the capability of disseminating the project with quality, towards maximizing its social value creation.DISSEMINATION & SUSTAINABILITYEach project partner will work with at least 50 students/young people and teachers/youth workers in the pilot implementation phase. In national multiplier events at least 350 persons will participate, from teachers/ youth workers to national policy makers and, in physical exhibitions, around 500 visitors from the general public. Considering the high digital dissemination capacity of the partnership, the online exhibition reaches a much greater audience.#NarcissusMeetsPandora will provide schools, educational, cultural and governmental institutions the project’s tools and establish partnerships and activities that will guarantee the project’s continuity beyond its completion.

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  • Funder: European Commission Project Code: 2018-1-PT01-KA201-047392
    Funder Contribution: 161,302 EUR

    The main aim of the project BRIDGING is to improve the quality of the practices in early childhood education through participation of children, educators and cultural staff in artistic projects in public spaces, helping young children and adults to become active European citizens, fostering creativity, collaboration, and communication. The reason and need for the project comes from the fact that societies are becoming increasingly diverse and educators need new tools to acknowledge such diversity in a way that is aligned with European values, contributing to active citizenship and democratic, inclusive, social cohesive societies. Essential to BRIDGING is the strong collaboration between and within each country, involving not only school settings, but also cultural institutions and universities. The collaboration between children, the educational settings and the multiple spaces of the city, within and across countries, will facilitate new ways of looking, thinking and acting upon the local and global urban environment. Based on an action-research design methodology, several cycles of inquiry, inquiry-search, exploration-registration, and dissemination will be carried out collaboratively, both outside and inside schools, using art and digital tools as a means of exploration and communication. The use of arts and ICT aims to help inspire and expand young children’s horizons contributing to open minded and positive reflection upon differences and diversities. The exploration of their own city and other’s cities will help children to develop knowledge and attitudes related to European citizenship likely to influence lifelong learning skills. Interdisciplinary collaboration between the different international partners intends to support the cross-fertilization of different discourses (education, arts, music, sociology, psychology and architecture) that can allow a rich, effective, and intentional operationalization of the educational process of all those involved, leading to high-quality practices. As a result, BRIDGING intends to give children and adults multiple opportunities to be more engaged as citizens using arts and digital tools as privileged tools for share and communicate, with a positive impact on professionals, families and children’s development, learning, and wellbeing.

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