DIGICULT – Cultural Heritage: a source of resilience and learning through digital education

Erasmus+ VETCooperation partnerships in vocational education and trainingID: 2021-1-IT01-KA220-VET-000034836
EC Contribution
€297,769
Consortium Size
10 orgs
Start Year
2021
Summary

We applied to address the challenges in the cultural sector caused by COVID-19; the pandemic highlighted the need for innovative practices in promoting, communicating and accessing cultural knowle...

Objectives

Our overarching goal was to create synergies between cultural heritage and digital education to enhance VET overall effectiveness and impact. We aimed to achieve several key specific objectives: • Implementing an innovative educational pattern that serves as a replicable model, addressing challenges in the cultural sector. • Designing and implementing innovative practices for the promotion, communication, access and transmission of knowledge. • Focusing on digital and green transitions to align with the Council Recommendation on VET for sustainable - competitiveness. • Addressing the increased awareness of the need for technological improvement in both VET and cultural heritage sectors brought about by the COVID-19 crisis. • Ensuring cultural heritage remains a source of resilience, inspiration, joy and solidarity, even when experienced remotely. • Developing innovative learning methods and empowering guidance services to help individuals adapt to new labor market requirements. • Preparing VET trainers and learners for new roles in the digital era, fostering resilience and readiness for personal and professional life.

Activities

With the valuable cooperation of all partners, all activities were implemented and the planned results produced, albeit with some minor changes to the implementation schedule. PROJECT MANAGEMENT AND IMPLEMENTATION (more details in the specific section) In the initial phase, the project coordinator - CIOFS - drafted the Project Management Plan, aimed at ensuring the successful initiation, implementation and termination of the project, providing for the financial and administrative management of the project, monitoring and problem management. This plan was reviewed and updated, in collaboration with all partners, during the development of the DIGICULT project. The 2 project governance bodies - the Coordination Unit (composed of two representatives from CIOFS, 1 from TDS and 1 from FAI) and Steering Committee (composed of 1 representative from each partner organization) - were also formed at the beginning of the project. Over the 30 months of the project, numerous Coordination Unit meetings were held in order to facilitate the management of the grant, supervise and monitor the progress of the project, direct the progress of the work toward the objectives, ensure compliance the project schedule and optimize the overall impact, plan the internal communication and policy processes. During each transnational meeting, Steering Committee (SE) meetings were held regularly. There have also been extraordinary meetings of the SE in order to address urgent matters and make timely decisions. FINANCIAL MANAGEMENT AND BUDGET (more details in the specific section) Budget and time monitoring have been regularly conducted by CIOFS, which collects semi-annually an activity and financial report from each partner. These reports illustrate the activities carried out, the results achieved, and the costs incurred, including a breakdown by type of activity and a justification of the total expenses, linked to the resources used and the activities performed. TRASNATIONAL PROJECT MEETINGS (more details in the specific section) All scheduled project meetings have been carried out: 11 transnational project meetings, including on-line kick-off meeting, 3 meetings in-person (1 in Dublin-IE and 2 in Turin-IT) and 8 remote meetings. It should be noted that 1 of the planned remote TPMs was conducted in-presence for the reasons given below. COMMUNICATION AND DISSEMINATION STRATEGY (more details in the specific section) TDS was the responsible partner and as such organized everything necessary for communication activities both within the partnership and externally to the target groups. From the beginning, the CIOFS project manager has provided the partnership with an online repository that has been a crucial virtual place for the development of the entire project. All partners has free access to the repository, which proves to be a key tool for ensuring transparency and immediacy of materials and information. The main communication activities of TDS and the project partners were: • presentation of communication activities • communication and dissemination plan • digicult logo and visual guidelines • digital forms • website • e-brochure • social media management (facebook, instagram, linkedin) • qualitative questionnaires on communication activities • press releases • participatory events • semi-annual communication reports. INTERNAL MONITORING/EVALUATION (more details in the specific section) In order to ensure the quality of all tasks performed, an Evaluation and Quality Plan was created by IZTZG and approved by the Consortium, at the beginning of the project. Every 6 months each partner completed a specific Internal Monitoring/Evaluation questionnaire. IZTZG prepared the planned evaluation reports, gathering information and data from partner reports. For the external evaluation, IZTZG created an external evaluation questionnaire and guide. PROJECT RESULTS DIGICULT was implemented through a structured approach consisting of three distinct phases, each supervised by continuous evaluation activities. These phases were subdivided into specific activities aimed at achieving targeted tasks and precise project outcomes. Phase 1 TOWARDS AN INNOVATIVE CURRICULUM FOR THE CULTURAL HERITAGE DIGITAL EDUCATION Project Result 1 DIGITAL CULTURAL HERITAGE: AN INNOVATIVE CURRICULUM Phase Leader: UNIC. Participating Organisations: CIOFS, TDS, FAI, eMundus, NCK, IZTZG and BJC. • Activity 1.1: definition of the training methodology, identifying best practices and innovative curriculum so as to manage the challenges of a digitally-empowered education system. Task leader: UNIC. • Activity 1.2: developing the strategy on how to welcome learners with cultural needs in a digital context. Task leader: TDS. Phase 2 IMPLEMENTATION AND VALIDATION OF THE E-LEARNING DIGICULT PATHWAY Project Results DIGICULT E-LEARNING PATHWAY AND VALIDATION Phase Leader: CIOFS. Participating Organisations: TDS, FAI, UNIC, DIGIPRO, eMundus, NCK, IZTZG and BJC. • Activity 2.1: creation of the content of the training modules and labs on the most innovative key areas, identified by partners, as relevant for developing new digital, methodological/relational competences as well as specific knowledge and skills. Task leader: BJC. • Activity 2.2: development of digital educational resources for modules and labs in different formats (e.g., webinars, video-recordings, case studies, slides, e-books, articles, work projects and role-play) suitable for testing the DIGICULT pilot course. Task leader: UNIC. • Activity 2.3: piloting e-learning pathway and finalisation of the modules + mobility activities. Task leader: CIOFS. • Activity 2.4: validation carried out by means of qualitative observation and feedback during the course, as well as specific evaluation. A report was issued documenting the areas of improvement and the strengths of the course contents and the eLearning platform. Task leader: eMundus. Phase 3 CREATION OF THE DIGICULT EDUCATIONAL GAME Project Result DIGICULT EDUCATIONAL GAME Phase: DIGIPRO (supported by FAI, TDS, UNIC and eMundus in GAME development). Participating Organisations: FAI, TDS, NCK, eMundus, CIOFS, BJC, IZTZG, UNIC (from January 2024 replacing NCK in GAME development) • Activity 3.1: Design of the DIGICULT educational game. Gaming techniques were applied to cultural heritage: not only it created something fun but it also inspired creativity, engagement and even social change. A selected group of VET learners vas called to contribute, through piloting, to design the DIGICULT educational game, which is centred on the development of contents and competences acquired during the DIGICULT pathway. Task leader: DIGIPRO (supported by FAI, TDS, eMundus, UNIC instead of NCK). • Activity 3.2 - Realisation of the DIGICULT educational game. Starting from the initial idea, DIGIPRO developed the contents and the design of the gaming activities. It is declined in the form of an educational game, a quiz format, which includes questions to be answered in order to test the users. It also include a scoreboard to motivate them. Questions are displayed in text, images and several add-ons. The game is released in a nonlinear form so users can jump from stage to stage. Task leader: DIGIPRO (supported by FAI, TDS, eMundus, UNIC instead of NCK). The project methodology emphasized maximizing learner engagement through alternating meetings and practical activities. This approach allowed participants to immediately apply acquired skills. The use of digital tools, such as an e-learning platform, social networks and the creation of digital outputs (e.g., the design of a virtual game), was integral in enhancing practical involvement and fostering professional development. To ensure the long-term sustainability of DIGICULT, the consortium committed to making all educational resources, materials and tools available on an open-source platform. This platform will be linked to partners' websites and its impact will be amplified through promotion, dissemination and application in various contexts. LTTAs LTTAs C1 and C2 were implemented as planned and detailed below. MULTIPLIER EVENTS 3 events were realized in Lithuania (instead of 1) and a final event in Italy, both in presence and streaming as detailed in the specific section.

Impact

The DIGICULT project has achieved several concrete results: • Development of an innovative e-learning pathway: DIGICULT has created an engaging e-learning platform that focuses on developing disciplinary, key and life skills. This platform enhances learners' competencies in areas such as communication in mother and foreign tongues, digital literacy, social and civic competencies, initiative and entrepreneurship and cultural awareness, aligning with the recommendations of the European Commission and the European Council. • Integration of technology in Vocational Education and Training: the project has improved the use of technology in VET by adapting pedagogies to develop digital skills and encouraging greater interaction with technology. This includes the use of alternative, inclusive learning channels that are flexible and adaptable to new contexts. • Enhanced learning and teaching practices: through the innovative e-learning pathway, DIGICULT has promoted more efficient learning and teaching practices. Trainers and teachers have experienced a new mixed teaching approach that integrates digital tools, foreign languages and learning-through-practice methodologies. • Engagement of young people at risk: the project has effectively motivated learners, including those at risk of leaving school, by transforming their knowledge and passion for digital tools such as video games and social media into skills useful for their professional future. • Collaboration with partner countries: this collaboration has allowed learners to acquire additional skills and exchange views, thereby broadening their perspectives and enhancing their learning experience. • Strengthening digital and technological skills: DIGICULT has focused on strengthening the digital and technological skills of 'digital natives,' particularly within the context of cultural heritage. This has made learners more aware of the impact of digital technology in this field. • Promotion of resilience and digital competences: the project has increased learners’ resilience by promoting and implementing competences necessary for digital transformation in the cultural heritage sector. • Enhanced engagement with cultural heritage: DIGICULT has enhanced the digital possibilities for learning and engaging with cultural heritage, making it more accessible and engaging for learners. • Equipping beneficiaries with new skills: the project has equipped its beneficiaries with new life, technical, pedagogical, and creative skills, preparing them for future challenges and opportunities. • Increased awareness and use of European cultural heritage: DIGICULT has encouraged a broad and conscious use of European cultural heritage in VET, increasing awareness among VET learners and trainers in the field of culture and cultural heritage. • Sustainable and lasting impact: the project’s results are designed to have a lasting impact at local, regional, national and European levels. All project outputs will remain available to stakeholders, ensuring the continuity of DIGICULT and serving as a resource for future actions. • Contribution to Sustainable Development Goals (SDGs): DIGICULT contributes to the United Nations 2030 Agenda by addressing several Sustainable Development Goals, including quality education (Goal 4), gender equality (Goal 5), decent work and economic growth (Goal 8), responsible consumption and production (Goal 12), and partnerships for the goals (Goal 17).

Consortium (10)