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Art Escape

Funder: European CommissionProject code: 2020-1-BE05-KA227-YOU-003131
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Partnerships for Creativity Funder Contribution: 124,345 EUR

Art Escape

Description

Taking into account challenges youth work is currently experiencing, and brainstorming on how youth work and non-formal learning can enhance young people’s creativity and innovation, through their experimental nature, participatory approaches, and peer-learning in times of pandemic, our consortium came to the project idea of using the educational potential of outdoor escape rooms with thematic of traditional fairy tales and myths. Using the thematic of traditional fairy tales and myths brings more creativity, helps young people and youth workers to explore cultural aspects of their own national and European identity and naturally unites youth work and creativity sectors. In view of the above mentioned, this project aims to enhance skills development and competences of youth workers in creation and managing outdoor escape rooms with thematic on traditional fairy tales and myths, that reinforce creativity, as well as to boost quality, innovation and recognition of youth work that support the creative potential of youth, thus contributing to the recovery resilience of the cultural and creative sectors. The objectives of the project are to:- Develop capacities of youth workers to create outdoor educational activities with a cultural and creative component for young people to help them to acquire skills and competences for supporting their creative potential; - Build a guide and e-course on HOP platform, which enables youth workers to create their own outdoor escape rooms with thematic on traditional fairy tales and myths;- Create learning pathways/playlists of outdoor escape rooms with traditional fairy tales and myths thematic in partner countries to be places at Cities of Learning Platform (www.citiesoflearning.eu); - Stimulate social inclusion through the arts, by fostering innovative participatory and intercultural dialogue approaches linking youth stakeholders with organisations in the cultural and creative sectors; - engage young people in identifying learning opportunities and shaping the understanding of learning according to their needs, interests and passions;There are two main target groups of the project:● Youth workers, youth leaders, educators, representatives of creative sector working with young people;● Young people;In order to achieve the defined objectives, three intellectual outputs will be produced and will be available as an open educational resources (OERs) during and after the completion of the project: ● IO1 - A step by step guide on creation of Outdoor Escape Rooms with thematic on traditional fairy tales and myths including outdoor escape rooms scenarios; ● IO2 - E-course on HOP platform on the How to Create Outdoor Escape rooms with thematic on traditional fairy tales and myths;● IO3 - Learning pathways/playlists of outdoor escape rooms During this project we foreseen 3 transnational meetings, and LTTS and local multiplier events.We expect the following results: -youth workers capacities to create outdoor educational activities with a cultural and creative component for young people to help them to acquire skills and competences for supporting their creative potential are developed to great extent; Staff members involved in this project are able:-to exchange and learn from our working practices’- to share youth work and creative sector realities and systems in participating countries;-to improve competences to work in international teams and partnerships, manage complex innovation development, international project management, challenges and opportunitieswhen working with Erasmus+ support;Staff members who are involved in IOs will benefit:-by developing their confidence and capacity to innovate with solutions, practices and technology that contributes to quality improvements in their education programmes;-by learning design thinking practice;-by developing their intercultural and teamwork competences when collaborating in international team of experts;-by using the digital technology to improve their working practice in youth work programmes, especially in creating learning opportunities; -by developing their agile mindset when implementing innovation in youth work; ORGANISATIONS will benefit from new practices, development and technology as a result of involvement in this innovation project:-by exchanging and learning from best practices of creating outdoor escape rooms with thematic on traditional fairy tales and myths and learning pathways based on them; -by accessing and developing capacity to use the newest digital technology to their target groups;-by improving their work programmes with integrating new practices, skills pathways and digital technology available through Cities of Learning platformYoung people will benefit: •from new learning and free time opportunities created by the developed outdoor escape rooms thematic on traditional fairy tales and myths; •from using learning pathways created

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