Empowering young people for more active civic and cultural participation: engaging with local and Europe’s cultural heritage
▶Summary
The GET2ACTION project aims to address the growing gap between traditional institutions and young people's civic and cultural participation, particularly those from underprivileged backgrounds. The Eurobarometer study reveals that young people aged 15-24 are not as actively involved in artistic and cultural pursuits as they should be, and due to time, financial, and geographical constraints, they have less opportunity to participate. The project aims to remove these obstacles by using innovative approaches to increase youth's access to and understanding of culture. The COVID-19 pandemic has worsened these issues, making it crucial for youth organizations to reimagine their offerings and better engage youth in the post-pandemic environment. The project also aims to make the most of digital and creative innovation by incorporating gamification and digital resources into cultural engagement.The project aims to extend and transmit the HearMe project's successful results to other nations and situations, supporting small local museums and youth organizations in partner regions. By equipping youth workers and museum employees with contemporary resources, the project aims to better engage young people in cultural activities.
▶Objectives
By bridging the gap between young people and cultural organizations like museums, the GET2ACTION project aims to increase youth engagement in cultural activities. The objective is to provide youth and museum personnel with cutting-edge resources and approaches to encourage youth participation in civic and cultural activities, especially among those from underprivileged backgrounds. Through the implementation of the BrickMe approach, gamification, digital resources, and storytelling, our goal is to produce engaging, interactive cultural events that appeal to young people. In addition, by overcoming obstacles like time, money, and location, the project seeks to restore ties between youth and culture in the wake of the COVID-19 pandemic. Our ultimate goal is to enable young people to actively engage in culture, which will foster their creativity, sense of belonging, and personal growth. The main aim is to address the urgent need to reestablish young participation in culture post-pandemic, enhance accessibility for underprivileged youth, and promote youth engagement in cultural activities.
▶Activities
Throughout the project, several key activities were implemented, aligning with the overall objectives of enhancing professional competencies of youth and museum workers, while fostering digital cultural heritage engagement. These activities include: Survey Development and Needs Assessment: As the first task, surveys were created to assess the training needs across participating countries, focusing on digital cultural heritage and the museum (GLAM) sector. These surveys shaped the structure of the training program. Country Research Reports: Each partner prepared a country research report to contribute insights about the digital cultural heritage sector and museum (GLAM) sector. These reports were instrumental in refining the training content. BrickME Methodology Integration: The BrickME Methodology was updated to enhance the training program, combining elements from LEGO® SERIOUS PLAY®, Design Thinking, SCRUM, and other methodologies. This methodology was piloted during the LTTA event in Chios, Greece, where museum and youth workers were trained on using BrickME to foster creative thinking and co-creation in cultural heritage settings. GET2ACTION Training Modules: ARTIFACTORY developed three core training modules with the support of other partners: Leisure Time & Interpretive Skills: Focused on planning holistic, experience-based cultural products with market value. Heritage Interpretation: Taught participants to classify a place’s assets to create an identity. Sustainable Tourism & Genius Loci: Emphasized the importance of heritage interpretation in sustainable tourism introducing participants to the genius loci, a place’s identity and spirit. Pilot Testing of BrickME in Chios: The updated methodology was tested in Chios during a 4-day event, where participants used gamified experiences at cultural sites, applying LEGO® SERIOUS PLAY® and Liberating Structures (LS) methods. Online Platform Development – GET2ACTION Creativity Lab: A significant component of the project involved creating the GET2ACTION Creativity Lab, an interactive digital platform for civic and cultural participation. The platform serves as a collaborative space where museum workers, youth workers, and young people can engage in learning activities. The lab-based learning framework promotes collaborative problem-solving, peer-to-peer learning, and cultural engagement. Transnational Project Meetings: Three transnational meetings were organized in Chios, Albacete, and Konya to facilitate partner collaboration, project development, and dissemination strategies. Dissemination Activities: Local workshops, social media campaigns, newsletters, and dissemination events were conducted to promote the project. Partners used various tools, including brochures, flyers, and multimedia resources, to reach a broader audience. Sustainability and Management: The project team developed a sustainability and dissemination strategy, risk management plans, and an evaluation and quality assurance strategy. Bilateral agreements were also made with each partner for budget tracking and responsibility allocation.
▶Impact
The primary objective of our project was to create a comprehensive training program and a learning environment tailored to youth and museum workers, with the aim of enhancing their professional competencies and testing the existing BrickME methodology to address the needs of a new target group. As the first task, we defined the survey contents and adjusted the training contents to the program, reflecting the training needs within all participating countries. Then each partner prepared a country research report, which has fed back the training program. The Research Report surveys the participating countries in the domain of digital cultural heritage and the museum (GLAM) sector. This, in turn, bolsters the operational efficiency and innovation capabilities of youth and cultural sector organizations. Visitation patterns to sites, galleries, archives, museums, and collections in the aftermath of the COVID-19 pandemic are traced, and the needs of cultural organizations for a new digitally mediated experience are indicated. Accordingly, the skills needs of the youth and the requirements of the demand side have been explored. This valuable contribution has allowed the training program to define market-oriented content and thus allow the (re)creation of quality experiences at places of cultural significance. At the core of our project lies the development of a training program based on the innovative BrickME methodology, which represents a groundbreaking approach to personal development, encapsulated by the acronym "BrickME" – Building Resilience Innovation Co-creation Knowledge Methodology. Drawing inspiration from various established methodologies such as LEGO® SERIOUS PLAY®, Design Thinking, Business Model You®, SCRUM, Agile, and Systemic Constellations, BrickME methodology amalgamates the best elements from these frameworks. We created the training program and tested the implementation of updated BrickME methodology that instills a learning process that nurtures essential skills, including creative thinking, among its participants in LTTA event in Chios. As a result, throughout the 4-day training program in Chios, the participants were equipped with necessary knowledge and tools to work with young people and cultural organizations. Its inherent flexibility allowed for both bottom-up and top-down deployment. In GET2ACTION training program we had a chance to train museum workers with the BrickME methodology developed and, on the other hand, to train youth workers to act as intermediaries with museums and cultural organisations, introducing them to the methodology and exercises developed. The training has combined theory and practice at UNESCO-listed and other designated sites in Chios, Greece, so as to fine tune the skills acquired in the preceding training activities. 3 modules were developed in the training program by ARTIFACTORY. Module 1 teaches leisure time, which delivers higher interpretive skills for planning holistic, experience-based products and services with specific market value. It exploits consumer and visitor experience opportunities provided by given resources in given cultural consumption contexts and caters for experience diversity. Module 2 teaches heritage interpretation as a main communication medium in recreational and leisure settings. Learners are offered a methodology to classify a place’s assets to heritage classes to further select distinctive and visit-worthy features and to produce a place’s identity. Module 3 deals with sustainable tourism, introducing participants to the genius loci, a place’s identity and spirit. It places heritage into its broad cultural context and emphasizes the importance of interpretation in the understanding and valuation of heritage. In terms of IO1, we delivered: Research Guide Research Methodology: The Heritage Significance Methodology has been applied according to the UNESCO Operational Guidelines and the ICOMOS ENAME CHARTER. The GET2ACTION participants are familiar with the cultural value concept, the significance methodology and were instructed to use heritage significance to create memorable experiences. 3. Survey Responses (123) 4. Country Research Report Published and Disseminated (1) 5. 3 Training Modules published and disseminated (3) https://www.get2action.org/IO1/ https://drive.google.com/drive/u/1/folders/1MnSJnzVDl4ntnQuF-GN-7XVQGOpNZXNh BrickME Methodology updated: SEALS provided more information on training program design, including how to include the BrickMe technique, along with a set of criteria for how the program should be organized. The content-led strategy consisted of: • Prepare by learning about the project's necessary results, context, target audience, and technology, among other things. • Information: choosing appropriate information with the help of subject matter experts. • Design: storyboards and illustrations are included in instructional design. • Quality Control: partners modified and validated the content. 7. Pilot testing of the training and the BrickME methodology was done in Chios https://drive.google.com/drive/u/1/folders/1MnSJnzVDl4ntnQuF-GN-7XVQGOpNZXNh https://www.get2action.org/events/ltta-baslik/ The Pilot testing was part the onsite training in cultural heritage in Chios, Greece, 2-5 October 2023. The Training focused on the design of gamified experiences at sites museums and collections. It included Mentoring schemes for the trainees using the Lego Serious Play methodology (LSP) and the Liberating Structures Methodology (LS). This has led to undisclose the capacities of trainees to develop narrative parts from their own experiences and then modify the storytelling tissue to create cultural stories. A special focus have been places during the testing to distill the essence of heritage significance and be able to manage heritage resources towards the delivery of high-value cultural experiences. This has demonstrated the adaptability and a commitment to ensuring the methodology remains relevant and effective. Then we started to work on the content of the Online Platform - GET2ACTION Creativity Lab through Training program developed under IO1. The development and integration of the GET2ACTION Creativity Lab is a significant and innovative component of the project. This platform serves as an interactive map of local resources for youth civic and cultural participation. When we complete it, it does not only provide valuable information but also creates an opportunity for young people from different countries to interact and exchange experiences. Such a platform can enhance cross-cultural learning and collaboration. The project's accomplishments related to IO2 (Intellectual Output 2) seem to be aligning well with our objectives and are moving along a timeline that corresponds to the activities we proposed in our application. IO2 centers on creating the GET2ACTION Creativity Lab—a lab-based learning environment designed for a collaboration among museum workers, youth workers, and young people. What follows is an attempt to describe and illustrate the current state of our work related to this output. In a collaborative learning environment, the participants—learners, facilitators, and professionals—work together to accomplish shared goals. The platform we are developing is intended to integrate these three entities in a way that enhances the accomplishment of our main aims: to encourage civic and cultural participation among youth, to broaden and deepen their participation, and to help them build valuable competencies through participation. Learning in the Lab: We have developed the lab learning framework. It calls for participation and the use of a beneficial bit of commonplace reasoning to get through activities. It also pushes for collaboration (more than what we usually see working in a museum). This libretto framework has young people learning about art and museums by doing things that really should be done to learn about art and museums. Those tasks, activities, and experiences amount to youth learning how lab-based learning works. Learning Together: One thing that we are surely proud of is that we have figured out a way to promote a "learn with" as opposed to a "learn from" model for the staff that works in museums and cultural heritage places. Tools that facilitate networking and collaboration online are being integrated into the platform, boosting users' capacity for idea and resource exchange. The platform's design is simple to navigate and friendly to individuals who speak English as a second language. In addition, the content accessible through the platform is both replicable and scalable, meaning it can be used in both the same instructional context and different contexts across Europe. In general, the activities and objectives of the project associated with IO2 are moving forward as intended. The co-design process, peer-to-peer learning opportunities, and the collaborative tools we are developing are progressing well and are aligned with the project goal of creating a sustainable, user-centered platform that serves modern and ancient art museums and the children and young people who access them. The final online platform is here: https://miro.com/app/board/uXjVNVTltMk=/?share_link_id=349320952136 As part of our Long-Term Results, we review the progress of the project to date, we are confident that our dissemination and sustainability strategies are contributing to sustainable and long-term impacts. We anticipate the following enduring outcomes. Get2Action project has already yielded an increase in both the volume and quality of learning and collaboration between organizations. This heightened collaboration is facilitating the development of more systemic solutions and promoting sustainable investment in youth initiatives. Youth and cultural organizations are now applying their pedagogical, research, and innovation capacities to address real-world issues. This expansion of their problem-solving capabilities is attracting new groups of learners and fostering innovation. In terms of consortium strengthening, our project partners have solidified their expertise in areas of strategic importance to them. They have strengthened their networks at local, national, and European levels, thereby improving outreach and training services. Over the course of several local workshops in Türkiye, Cyprus and Spain and online training sessions, the training program was piloted with experts and end users to facilitate the evaluation of its impact and applicability. All participants were asked to complete a baseline survey (https://docs.google.com/document/d/1ieYzi1XY3yLt14Igdu74ak39xXh5aJ3w-J_AchCvVdc/edit?usp=drive_link) in order to give baseline data and their current status with regard to abilities, competencies, and attitudes. For more details about the local workshops, please visit the links below: For local workshops: https://drive.google.com/drive/folders/1NeHe_yKJFCuB4GZg3lCEfqKS44FxqUTa For online sessions: https://drive.google.com/drive/folders/1DNOD5x3teAS16ZzdQtWSGEGrQU3m0YHA This enabled that the target group taking part in the initiative may have an accurate measurement of the impact. In order to notify any necessary content or technological improvements, the pilot coordinators were in charge of setting up a suitable evaluation and analysis with experts and end users after the pilot. The collaboration was able to adjust the materials to better satisfy the needs of target groups according to the evaluation's findings. Every partner prepared a report with suggestions for enhancing the training curriculum. Under the content refinement phase, NEU as coordinator Dramblys, C.I.P and KMM compiled and summarized the evaluation data from the pilot to determine the primary adjustments that should be made to the created training program. Each partner examined the materials on their own to identify any potential modifications that may be needed. NEU prepared a consolidate report based on all the reports prepared by Dramblys and C.I.P. Here is the link for the consolidated evaluation report: https://drive.google.com/drive/folders/1e6s4e0nTOk2dtqub_ZJwwRKGseMjh-jE Based on the evaluation report, Online Platform was updated and improved, adding new tasks and more clarifications about the activities. SEALS, ARF and NEU co-lead this intellectual output, with SEAL directing the development of the open digital platform (GET2ACTION Creativity Lab) and overseeing its deployment and NEU coordinating the creation of the platform's manual and contents. ARF lead the organization of the Miro board, selecting the best practices for the platform and preparing the platform handbook. To assure language availability and include experts and users in testing activities, all partners will work together to create, particularly in the development of contents, and networks. In T1. SEALS is the coordinator for the definition of conceptual and technical design describing the platform's form and functionality. It covers the planning of encounters, exchanges, procedures, and tactics. It entails knowing what people need and how to provide them with goods, services, and procedures. To complement and expedite the learning process in the Lab, all the partners worked together to gather open educational resources (OERs) and local resources on cultural events geared toward youth. In addition, the creation of the platform's online sections and auxiliary resources, like user-created collaboration tools and social media connections, is also part of this effort. The online platform has been developed with the recent and cutting-edge technological advancements utilizing open-source online tools in cultural heritage sector. ARF and SEALS also worked with NEU on the final development of the Lab and Handbook. Partners decided on the modifications to the Creativity Lab after considering the findings of the pilot testing and validation procedures in the evaluation report. At the end, a Handbook that explains the learning process in the Creativity Lab and the ways in which trainers and learners can benefit from this collaborative learning resource has been created. In addition to the users' handbook, the site offers suggestions for educators and learners alike regarding training and learning methods. The final UPDATED board: https://miro.com/app/board/uXjVKD7lI3c=/ Please describe further in details the project activities supported by the grant for Project Management and Implementation that have been carried out until now. Bilateral Agreements: In terms of Budget and Financial Status, the applicant prepared Bilateral Agreements with each partner to show the partners’ their budget and their responsibilities. https://drive.google.com/drive/u/1/folders/13RyDMLBxbVeRUImDRYcANB-3yZX6nF7L These documents are prepared to check whether the project is staying within the planned budget and whether expenses are being properly documented and reported. Risk Management Plan was prepared to assess whether any of the identified risks have materialized and, if so, whether the mitigation measures have been effective in managing them. https://drive.google.com/drive/u/1/folders/1OWCsuXsXNJJy-Gkm4G1uLESBvsp2tWh4 Evaluation and Quality Assurance Strategy was prepared to evaluate the quality of project outputs and processes to ensure they meet the defined standards, whether there any non-conformities, and have corrective actions been taken. https://drive.google.com/drive/u/1/folders/1nLzd3T0sGZdLsnYEPEOSDJamw5dJRrkO Communication and Dissemination plan was prepared to review the effectiveness of our dissemination activities and whether they are reaching the target audience as intended. C.I.P also prepared a Dissemination Report based on the dissemination activities of the partners throughout the projects so far. https://drive.google.com/drive/u/1/folders/1lmbRlU0iurIV4esujccikSVZsv7CPum9 Project Website The website, www.get2action.org was prepared by the Metropolitan Municipality of Konya to serve as a central hub for project updates, resources, and communication. Here are some ways KMM made the most of the project website paying attention to these criteria: -Ensure that the website provides a clear and concise overview of your project, including its objectives, partners, and key activities. This helps visitors quickly understand what your project is about. - Regularly update the website with news and progress reports about your project. This keeps stakeholders, partners, and the public informed about the latest developments. -Sections were created on the website where project resources, documents, and deliverables can be accessed and downloaded. This is valuable for partners, and anyone interested in your project. -Ensure that the website is user-friendly and easy to navigate. A well-organized site will encourage visitors to explore its content. -Keep the website regularly updated with the latest information and activities related to your project. Shortly, it serves as a valuable communication tool, and it can help you reach a broader audience, including the target demographic of young people involved in civic and cultural participation. Project sustainability and operation strategy was prepared by NEU. Sustainability of the project results can be seen as the ability of the institutions involved in the projects to continue their mission and the general project programme far into the future, using the knowledge and experience gained in the project. In this context, the use of the achieved project results after the project end is also in the foreground in order to fulfill the future demands after the project end making effective and efficient use of the resources deployed during the project lifetime. This sustainability plan contains a preliminary description of the activities and strategies undertaken to sustain the GET2ACTION project results after the end of the project lifetime. The sustainability plan is linked to- Dissemination and Communication Plan to ensure that the results of the project are sustainable beyond the GET2ACTION project lifetime. The Sustainability Action Plan developed as a consequence of the Sustainability plan summarizes the measures for the sustainability of the project results at the Partner Country organizations. https://drive.google.com/drive/folders/1ibdp0iRfYQhTb-mjQv2UaMiiEJ3QCEWn Project Management Tasks -As applicant NEU helped in Preparation and Checking of staff time sheets, financial documents, internal report of each partner and folding all the documents in google drive and organization of the folders in a project folder, the related staff expenses incurred using the project management budget. -For the preparation of detailed budget tables for each partner updated and prepared in financial point of view according to the cut in our total project budget have been prepared. We got technical help for this. -For the visibility of our Project C.I.P designed a Project logo, KMM designed the Project official website, all partners have contributed to the dissemination activities including newspaper, local and national press releases, preparation of leaflets, newsletters, GET2ACTION flip chart and the dissemination of the project through social networks we benefited from project management budget. The dissemination outputs realized through the project management budgets are below: Multimedia Communication 1. Drawing Monsters https://www.smore.com/m57yg 2. Heard Seen Respected https://www.smore.com/xev2s8 3. IO1 Presentation https://www.smore.com/u6aqw-get2action 4. LTTA Training, Study Visit and Evaluation Workshopshttps://www.smore.com/z86wy-get2action 5. GET2ACTION National Dissemination Event https://www.smore.com/97a41 6.Leaflet-Brochures, containing the project and EU logos and specific and summarized information about the project outcomes. 7. Emotional Exchange Market (flyer) https://drive.google.com/drive/u/1/folders/1JfQM7vc-7jK3AchoYwU5LEZRFXnT27y- 8. Flip chart of the project logo 9. Roll up of the project https://drive.google.com/drive/folders/1yZCrBMq9Uldni8qFmYVJ8-oJMnWe2J3J?usp=drive_link 10. C.I.P. Newsletter 20230930_OnlineNewslettterCIP newsletter subscribers 11.Opening&management of social media account https://www.facebook.com/profile.php?id=100091828476436 12. Organization of a local dissemination event by NEU and KMM in Konya with 39 youth workers working in museums, cultural heritage side and related fields and any interested person who will benefit from the project results https://www.smore.com/97a41 13. Organization of a local workshop events by NEU and KMM in Konya, by DRAMBLYS in Albacete and C.I.P in Nicosia with working in museums, cultural heritage side and related fields and any interested person to test the project results: https://secure.smore.com/n/eb439, https://secure.smore.com/n/kyfsx-get2action https://secure.smore.com/n/b2uzn-get2action 14. IO2 Creativity Lab intro: https://secure.smore.com/n/n9mvxk-get2action 15. INFO SESSION ON VIMEO https://vimeo.com/manage/videos/949978695/privacy Also see the Dissemination report here: https://drive.google.com/drive/u/1/folders/1BgrIUgYf79U4MeWemI4Q1XpCOpAlqk0m The project utilized various channels to increase its visibility and engage a diverse audience. Email campaigns were used to distribute newsletters to subscribers, partners, and stakeholders. Online platforms like Smore and Google Drive were used to share newsletters, brochures, flyers, and event information. Social media platforms like Facebook were used to share updates and event information. Physical events like workshops and national conferences allowed for direct engagement with stakeholders. Feedback from stakeholders was positive, indicating the content was informative and visually engaging. Local dissemination events in Konya received strong feedback from youth workers and museum professionals, highlighting the project's focus on fostering CH. Transnational Meetings: We have organized the first TPM meetings in Chios. The partners come together to discuss the Project activities, the financial and interim reports. The meeting has supported the project development by clarifying issues, providing feedback and ideas on the different project activities, discussing the overall development, etc. Every partner attended the meeting with one staff member from their organization except ARTIFACTORY, the host there are two participants from their organization. The second meeting was held in 5 and 6 February 2024 in Albacete, Spain. The meeting facilitated significant discussions on project progress, with clear deadlines set for local workshops, social media campaigns, IO2 development, and multiplier events. Additionally, dissemination strategies, impact assessment tools, and sustainability planning were advanced. The meeting established a strong foundation for the next phase of activities, ensuring partner collaboration and meeting project goals. The third meeting was held in Konya on the 26th-27th of June 2024. This meeting was crucial because it outlined the final deadlines for completing the project, emphasizing that all activities and expenditures must be finalized by August 27, 2024. The meeting underscored the need for thorough documentation of dissemination activities, including workshops, multiplier events, and social media campaigns. With clear instructions on reporting, dissemination, and evaluation, this meeting ensured that all partners are aligned on the remaining tasks and deadlines, which are critical for the project’s successful completion and compliance with the national agency's requirements. The discussion on evaluation reports and dissemination also highlighted the importance of feedback and impact measurement, ensuring the Get2Action Creativity Lab and training programs are effectively tested and promoted. The collaborative nature of the meeting, including sharing booklets, evaluation strategies, and social media insights, reinforced the project's goal of fostering creativity and civic participation through peer-to-peer learning and digital tools.