FOSTERING YOUTH CREATIVITY THROUGH APPLICATION OF ONLINE CINEMA SIMULATOR

Erasmus+ YouthCooperation partnerships in youthID: 2021-1-BG01-KA220-YOU-000029212
EC Contribution
€158,583
Consortium Size
7 orgs
Start Year
2021
Summary

From a youth perspective social inclusion is the process of individual’s self-realisation within a society, acceptance and recognition of one’s potential, integration in the web of social relation...

Objectives

TThe general objective of the project is to foster youth creativity in the field of cinema thus enhancing the development of social skills and competences affected by the isolation during the pandemic times and identifying talents and stimulating their advancement to creative domains in cinema and video production. The specific objectives are: - To create training content adapted to low-educated young people on how to improve their communication and personal expression skills using attractive, digital and creative tools such as the fundamentals of the filmmaking. - To give disadvantaged young people access to specialised cinema education and broaden their opportunities for professional development - To give the participants real chance to practice their talents and self-expression by free interactive digital tools which stimulate pro-activeness and interest in creating short films, based on specific topic and their own video presentations.

Activities

The implemented activities corresponded closely to the initially planned ones and encompassed: • Project management which included General management of the project, Organization and hosting of transnational partner meetings, Internal information flow, Progress monitoring and corrective measures where needed • PR1 Development of the Project Results PR1 Young Filmmakers’ Tutorial was combined with PR2 Young Filmmakers` Interactive Videobook with certain modifications, as the PR1 was not approved by the evaluators, but it was logically connected with the interactive videobook, as the tutorial with the cinema professions was completed with mentors’ videos about each developed profession. • PR3 Online Cinema Simulator which is the final project result visualising the results from PR1 and PR2 – gamified learning platform which inspires and supports young people in exploring the world of cinema professions • Sharing and promotion activities, external communication and publicity measures • Quality assurance and evaluation - Quality of the elaborated training materials in methodological and content related aspects; - Internal quality assurance in project administration aspect; • Involvement of associated partners • Multiplier event in Bulgaria and smaller dissemination events in the other countries • Activities towards exploitation and sustainability

Impact

The main project output is the CINEYouth's Cinema Simulator: https://www.cinemator.eu/ which is an interactive learning platform for young people interested in developing knowledge, skills and competences in the cinema industry. Being one of a kind, it offers rich, fun and interactive online content which enables youngsters from different background to easily enter the world of cinema and acquire the basic knowledge and skills needed to kick-start in any of the professions in the industry. More concretely it contains detailed descriptions of 18 major professions, typical for the film industry. Some of them are fully engaged with the creative processes (director, screenwriter, production designer, editor), others require understanding and working with different kinds of equipment (sound specialists, lighting and rigging technicians), while there are also those focused on the organization and coordination of all processes (such as producer, location manager, assistant directors), which make the film possible. All roles require different sets of technical, creative, organisational, or soft skills as communication, stress management, leadership skills etc. which are put in specific context – quizzes and situations simulation the real cinema industry. The aim for all youngsters it first to get aware about the various career and development opportunities in this art industry, then to acquire some basic knowledge and skills about the professions, that they are interested in, by solving the respective quizzes, and if they pass them with a score higher than 75% they can unlock special bonus materials, which are inspiring videos and interviews with famous people from the industry. The main aim of this interactive learning tool is to provoke interest in young people in the magical cinema worlds, to provoke them develop and improve different technical, organisational or creative skills, which are easily transferable to any other area of life and work, to inspire them to dream big and achieve their dreams! This could be even more beneficial for youngsters with socially disadvantaged background, and those at risk of isolation for acquiring of necessary knowledge and social competences towards successful civic inclusion in the society through the medium of basic cinema education. It helps them acquire the necessary knowledge and social competences towards successful civic inclusion in the society through the medium of basic cinema education.

Consortium (7)