PLAY – Digital Stories for Seniors' Intercultural Learning

Erasmus+ Adult EducationSmall-scale partnerships in adult educationID: 2023-1-PT01-KA210-ADU-000153545
EC Contribution
€60,000
Consortium Size
6 orgs
Start Year
2023
Summary

The main goal of the PLAY project was to create and test an educational methodology for senior citizens, using digital storytelling to promote intercultural learning, appreciation of diversity, an...

Objectives

The main goal of the PLAY project was to create and test an educational methodology for senior citizens, using digital storytelling to promote intercultural learning, appreciation of diversity, and a stronger European identity. We aimed to improve adult educators' competences by engaging them in innovative teaching methods and digital tools tailored to older learners. The project also sought to help seniors explore different cultures and connect their personal memories to European Cultural Heritage. By doing so, we encouraged lifelong learning, active ageing, and greater social inclusion. A key objective was to promote intergenerational learning by involving younger volunteers who supported the digital activities, helping create mutual exchange between generations.

Activities

The project was implemented in several phases. First, we held a co-design phase to create the PLAY educational methodology, involving educators and senior citizens in defining content and tools. After that, each country piloted the PLAY Program, involving a total of 55 seniors, completing the learning sessions and recording digital stories based on their cultural memories. We also organised a transnational EU Learning Exchange in Paris, bringing together a total of 25 seniors and educators from the three partner countries to experience intercultural learning in person. To reach a wider senior audience, we implemented 12 small “PLAY Cinema” sessions as local events where other seniors could watch the recorded stories and reflect on diversity and heritage, a total of 107 seniors participated in these sessions. Finally, we delivered small workshops for a total of 27 adult educators to present the PLAY methodology, share experiences, and promote future use. During the project 2 transnational project meetings were implemented in person, in Portugal and Italy.

Impact

The PLAY project delivered several practical and meaningful results. We created and tested the PLAY Educational Program for seniors, based on digital storytelling and intercultural learning. To support adult educators, we developed four key documents: PLAY Co-Designing Guidelines, Co-Designing Report, Program Guidelines, and Implementation Report. We also produced a short video presentation in English, Portuguese, Italian, and French. An online map and a YouTube channel were created to share 26 digital stories made by seniors, connecting personal memories with European cultural heritage. All project materials are freely available on the PLAY website. The program helped educators improve their skills in digital and inclusive teaching methods. Seniors developed intercultural competences, gained confidence, and felt more socially connected. Cinema sessions and educator workshops helped to spread the project results and encourage future use in other contexts.

Consortium (6)