aMUSEment

Erasmus+ Adult EducationSmall-scale partnerships in adult educationID: 2023-1-RS01-KA210-ADU-000164917
EC Contribution
€600
Consortium Size
4 orgs
Start Year
2023
Summary

The project aimed to build capacities of professionals in cultural institutions by equipping them with skills in creative game design to attract diverse audiences and involve them in co-creating m...

Objectives

The project aimed to build capacities of professionals in cultural institutions by equipping them with skills in creative game design to attract diverse audiences and involve them in co-creating museum programs. Through non-formal education and practical training, we wanted to provide museum professionals with the tools needed to develop engaging, interactive exhibitions and programs. A key goal was to establish a framework that promotes active audience involvement in program design, fostering more inclusive and interactive museum spaces. Additionally, the project intended to introduce micro-credentials using digital badges ini attempt to recognize newly gained competencies of project learners. In order to ensure long-term impact, the project focused on up-scaling and disseminating its results, making its methodology accessible to a wider network of cultural institutions. It aimed to transform the museum offer into a dynamic learning environment where cultural heritage, art and history become more engaging, relevant, and accessible to different target groups.

Activities

Kick-off Meeting of Partners – Held in Budapest, it focused on technical planning, team building, and defining the training course, roles, risks, and dissemination strategy. Training Course for Museum Workers – A hybrid course trained 12 museum professionals from Serbia and Hungary in creative game design through a 4-week online phase and a residential session in Novi Sad. Local Gamification Activities – Participants developed gamified museum experiences in their institutions, engaging young adults with mentor support and evaluating the outcomes. Dissemination Activities – The project was promoted via social media, Cities of Learning, and media channels in Serbia and Hungary, reaching wider audiences. Manual on Gamification in Museums – A digital manual based on the training curriculum was produced and shared through websites, social media, and events. Monitoring and Evaluation – This activity tracked project progress and impact using participant feedback and outcome analysis to guide future improvements.

Impact

Implemented hybrid (online and residential) training course with developed and tested program. Resources, methods and activities are developed and adapted to participants' needs. Increased capacities of 12 cultural workers from Serbia and Hungary to create gamified experience and to actively involve audience in creating such experiences 8 implemented gamified activities in Serbia (6) and Hungary (2) by participants of the TC, supported by local mentors In 7 museums and cultural places activities were implemented 57 audience members were actively involved in creating gamified experience Manual on creative design and gamification - created and published On at least 6 events digital manual was showcased

Consortium (4)