E-CR.A.F.T.: Entrepreneurship, Creativity and Arts for Future Teaching
โถSummary
The project focused on creativity, in its multiform artistic, visual and cultural expressions, as an experimental terrain for the meeting and contamination of languages, values and experiences of ...
โถObjectives
-to integrate and innovate the didactic offer of the schools of humanistic and artistic craftsmanship extraction of the partner countries from the following points of view: methodological, with the introduction of game-based learning solutions as an advanced assessment tool to develop the students' creative and entrepreneurial potential; content-didactic, by placing art-inspired pathways and workshops at the centre of the learning programme - to develop an entrepreneurial mind-set and digital maturity for the benefit of students in the 4th and 5th year of upper secondary schools in IT, ES, PT and EL to valorise the creativity and craftsmanship of young people by supporting their willingness to put themselves to the test by using digital communication 4.0 technologies to make the products they make more attractive - to promote digital integration in learning by adopting interactive and gamified training solutions in line with the evolution of multimedia languages - to align a pool of partnership teachers through two transnational mobilities to conduct Art-Inspired Creativity Labs for entrepreneurship and digital communication 4.0 and to acquire the lightlearted-didactic logic of GAME-BASED LEARNING
โถImpact
โ an international multi-actor network of schools, training centres, employers' associations and digital communication companies with the undersigning of MoUs, the format of which is on the project site to extend cooperation to other stakeholders โ a new educational course, centred on entrepreneurship and digital communication skills - PR1, implemented through 12 Focus Groups in the territorial contexts of reference of the partnership, with the involvement of - 18 teachers and trainers (4 Italy, 2 Greece, 4 Portugal, 8 Spain) - 97 students from classes II, III and IV of high schools (20 Italy, 5 Greece, 6 Portugal, 68 Spain) to better detail the nature and extent of the needs that emerged from the Field Analysis conducted in the pre-project phase. Extending the Focus to VET contexts, which was not initially foreseen, made it possible to widen the field of investigation and to strengthen the connection between education and training. The European DigComp and EntreComp frameworks were used to prepare the questionnaires, which were also the guiding reference for the subsequent design phase of the study course, which was developed in a blended mode with a mix of teaching/learning solutions including classroom teaching, e-learning, workshop sessions and an international competition as an additional output. As part of the testing actions, meetings were also organised with entrepreneurs, artists and representatives of the digital communication world who make creativity their critical success factor. The entire programme was tested by 128 students compared to the planned 90 assisted by 24 teachers compared to the planned 16 in the role of facilitators. โ 12 OERs - PR2, implemented in the form of MICROLEARNING PILLS which, while maintaining the characteristics of interactivity envisaged in the design phase, used multimedia and multidimensional systems (words, images, videos, texts) that adopt a multiplicity of stimuli (cognitive, emotional, auditory, visual), to acquire knowledge aimed at specific learning objectives, which can be aggregated with other learning objects in a modular manner and reused in different learning situations. The OERs will be provided free of charge for at least 2 years after project end on the 'Erudire' e-learning platform (www.erudire.it) provided by CONFORM, subject to registration, with the issue of open badges according to the logic of digital credentials. โ a CREATIVITY GAME as an assessment tool for the target skills that uses game-based dynamics and mechanics for a selective and circumstantial assessment of learning outcomes โ a METHODOLOGICAL HANDBOOK OF ART-INSPIRED CREATIVITY LABS - C.L.A.I.M. to enable teachers to conduct art-inspired teaching workshops to develop creativity, inventiveness, entrepreneurship and digital communication 4.0 in students, drawing inspiration from the arts. โ 2 TRANSNATIONAL MOBILTIES that took place respectively at: 1) CONFORM (IT) to acquire the ludic-didactic logic of GAME-BASED LEARNING to adopt gamified solutions as tools to assess students' entrepreneurial and creative propensities. The mobility also delved into the new technologies of AR and VR applied to teaching, offering teachers an opportunity for professional enrichment of proactive value in the current scenario of digital transition of educational processes The focus on emerging technologies in cultural communication and training has oriented the team to the development of 2 Metaverse settings, with high technological and methodological added value, to offer beneficiaries and stakeholders an immersive experience of direct experiential contact with the arts and culture generated in E-CRAFT school and creative contexts 2) Escola Artistica and Profissional Arvore (PT) to hold Creativity Labs in the role of learning facilitators โ the identification of opportunities provided by regional, national and EU calls for proposals to implement and transfer the results to new contexts, which saw the partnership define and agree on a new Erasmus+ project that would give continuity and innovativeness to the E-CRAFT project strategy.