Interactive and inclusive cultural heritage

Erasmus+ School EducationCooperation partnerships in school educationID: 2022-1-LV01-KA220-SCH-000087211
EC Contribution
€250,000
Consortium Size
7 orgs
Start Year
2022
Summary

The main objective of the project is to explore cultural heritage of partner countries creating interactive mobile app based digital scavenger hunt games to promote the value of our world cultural...

Objectives

The main objective of the project is to explore cultural heritage of partner countries creating interactive mobile app based digital scavenger hunt games to promote the value of our world cultural heritage among young people and draw their attention to diversity and inclusion as the games have been be tested in order participants with fewer opportunities could use them. 125 students aged 13-18 have collaborated during 2 years. Other project objectives include: • share good practices; • explore the partner countries cultural heritage using the strategic digital scavenger hunt methods; • deepen the subject language in History, Geography, English turning the ordinary lessons into fun engaging active learning activities; • combine virtual and real collaboration; • improve communication skills and the social competency by meeting other students and learning about their view of the world; • explore new segments of thinking by meeting and learning about the partner schools; • feel the experience of people travelling differently: for instance, as people with fewer opportunities; through the perspective of transport/sports/history /geography/foreign languages/social science.

Activities

The biggest need was to make our partnertowns cultural heritage inclusive and digital, as the range of tourist activities is mainly in a paper format that do not take into account the needs of people with fewer opportunities. There was a strong need to create up-to-date mobile app based on gamification activities which would be used by tourists, including guests from other Erasmus+ projects. The problem of lack or interactive scavenger hunt games in the partnertowns has been solved with the tangible results of the project. In addition, Erasmus+ experienced partners didn't take part in Erasmus+ projects in the last two years due to the restrictions of Covid-19 pandemics, that is why the students and teachers missed the benefits of transnational physical mobilities. Newcomers project countries and more experienced partners learned from each other about Erasmus projects, inclusion or other project related topics. Another very important need was to build the awareness in the student’s minds that they have to construct the future Europe. It’s today generation’s role to prepare a proper society by teaching its peers to respect the other as a value, but also by encouraging them to help the others whatever their origins.

Impact

Other project results include: 1) Interactive school pictures to show the school premises; 2) Collages of Christmas decorations of partnertowns; 3) Interactive games created for Erasmus, eTwinning days 4) Collaborative Kahoot game about the project countries; 5) Scientific works about the project topic; 6) Video about daily life a person with special needs.

Consortium (7)