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<< Background >>The international ThinkFilM platform has long been dedicated to the development of innovation in the field of non-formal education, with a focus on the development of film and audiovisual education. This project builds on these long-term activities. It focuses on the development of an innovative experiential format of narrative educational game that combines group interaction and digital technologies in a public urban space. Our main target group is young people, for whom the developed educational activities are not only primarily intended, but with whom we are also actively cooperating in their development. Through the development of the methodology and the implementation of the case study, we will contribute to the significant development of the offer of attractive and accessible leisure activities for young people in a format that meets their requirements and also effectively develops their knowledge and experience. We will emphasise the development of themes that will strengthen the offer in the field of film and audiovisual education, which has not yet been introduced into the school curriculum at a formal level in either partner country, and the development of media literacy among young people. At the same time we will make sure that the historical, cultural and social context is included so that educational activities can be effectively linked to the teaching of different subjects. International interdisciplinary cooperation with experts from the fields of museums, education and technology, which will also involve young people from all the countries involved, not only allows us to develop innovative and necessary solutions, but also guarantees the impact of the project at national and international level.<< Objectives >>The aim of the project is to motivate innovation in the development of new forms of non-formal education for young people and to apply practices that combine immersive experiences and game principles with exploration of diverse topics. We will develop ways to meaningfully incorporate digital technologies into educational activities that will both entertain and educate young people. We will present the public urban space as one of the environments that can be used for educational activities without major constraints, and through the methodology we will offer simple tools and procedures to offer activities in such formats to young people in diverse contexts. In an international interdisciplinary collaboration involving experts and young people, we will use the developed methodology to create a narrative educational game in Prague as a case study in the form of a prototype that will present the possibilities in applying the methodology in the field of film and audiovisual education. The aim of the case study is to offer a group experiential activity that will develop film and media literacy among youth, encourage active exploration of the chosen topic in new local, situational and historical contexts, develop the soft skills of the players and strengthen their sensitivity to an otherwise mundane environment. Testing the methodology through a game, which will also have an online version for better accessibility, will serve as a good example of this practice to be disseminated together with the methodology. The project will have a positive impact not only on young people, but also on teachers, who will be offered a new format for enlivening their teaching, for example in history or social sciences, which they will be able to follow up with additional activities thanks to the developed materials available online. The possibility of applying the methodology to new contexts also offers the opportunity to significantly influence the development of educational programmes of museums and other cultural-educational organisations, which can innovate their offer with new activities that go beyond the limits of their own space, the capacity of lecturers or finances.<< Implementation >>For the successful implementation of the project, we plan different types of activities that will complement each other according to the nature of the individual sub-tasks. These activities include: project meetings, production of project results and public presentation and dissemination of project outputs, in addition to project management and coordination. Face-to-face and online project meetings will take place continuously throughout the implementation period, both within the framework of the international project meetings and within the individual project partner groups. The production of project deliverables will involve all partners and will include activities to ensure alignment with the project's stated objectives and the needs of the target groups. These include research, joint creative workshops and professional training (e.g. access to digital interpretation of cultural heritage), personal consultations with selected experts, testing of the project's partial results with the target groups and the implementation of a case study. Public presentations and dissemination of outputs beyond the partner organisations will be undertaken during the project and after its completion. This will include publications, conferences and other dissemination events that will allow not only feedback from experts but also the possible establishment of new partnerships, as well as public cultural events and testing of prototypes.<< Results >>The project will have two main outputs. The first is an outdoor educational game methodology that aims to offer tools to effectively incorporate game principles, physical interaction in an actively engaged environment and digital technologies into education to meet the needs and demands of the current generation. The methodology will be freely available online after the end of the project for the possibility of its use envisaging diverse topics in new contexts, and steps will be taken to disseminate it during and after the project. The target users of the methodology will be mainly museums and other cultural and educational organizations, which can apply their core themes to its framework and use otherwise unused environments in their surroundings for innovative work with youth.The second output of the project is a case study in the form of a game prototype, the conception and implementation of which will test the applicability and effectiveness of the methodology in practice. The case study will focus on a film-historical theme with the intention of contributing to stimulating learning about modern history, as well as to the development of informal film and audiovisual education, which is still an underdeveloped sector in the participating countries. The realisation will take place in the centre of Prague, whose environment will play an important role in the story of the game, but at the same time the output will also include an online version that can be used without limitations on space and time. The output will be primarily intended for youth groups (12-18 years old), another target group being educators and educators who will be able to incorporate it into their educational activities. We also foresee further adaptations of the prototype, especially in regards to presenting the project nationally and internationally (e.g. active contributions at conferences, publications).
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