
SOCIEDAD COOPERATIVA CRUZ DE PIEDRA
SOCIEDAD COOPERATIVA CRUZ DE PIEDRA
1 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Wisefour Innovation and Development Organisation Ltd, Gestión Estratégica e Innovación SL, Fundación Universidad Empresa de la Región de Murcia, CULTUREPOLIS, SOCIEDAD COOPERATIVA CRUZ DE PIEDRA +3 partnersWisefour Innovation and Development Organisation Ltd,Gestión Estratégica e Innovación SL,Fundación Universidad Empresa de la Región de Murcia,CULTUREPOLIS,SOCIEDAD COOPERATIVA CRUZ DE PIEDRA,Istituto Comprensivo Melanzio-Parini,University of Peloponnese,CONSORZIO MATERAHUB INDUSTRIE CULTURALI E CREATIVEFunder: European Commission Project Code: 2021-1-ES01-KA220-SCH-000024522Funder Contribution: 246,180 EUR"<< Background >>The development of digital technology and its radical exploitation in every aspect of human interaction has led to innovative approaches towards rather conventional concepts. Especially in the educational sector, new teaching and learning techniques have been introduced to complement the traditional ones and offer new perspectives in knowledge exchange and dissemination of information. One of the sectors that can be significantly benefited by this new framework is that of cultural heritage. Bringing cultural heritage to the digital era can lead to new ways towards the access, conservation and promotion of European cultural resources. ARCH is an intercultural program that aims at the collaboration between organisations and institutions in order to improve students' digital and cultural literacy skills by exploiting each country's cultural heritage. Utilising cultural wealth combined with the use of Information and Communication Technologies (hereinafter ICT) in education increases the level of student attentiveness and satisfaction, leads to higher motivation and reduces premature school dropout and failure.ARCH project aims to give students of all ages and levels the opportunity to combine the real world with three-dimensional virtual objects, interact with them and collaboratively exploit their empirical-experiential knowledge through the possibilities offered by multimodal approaches. The introduction and development of an application with a platform for the presentation and dissemination of cultural heritage information, alongside with the development of a digital educational game based on the principles of game-centered learning will give students the opportunity to familiarise themselves with technology applications in order to combine real and virtual elements in a real environment and at the same time work interactively and in real time. In this way, the cultural heritage of each country will be highlighted and it will be demonstrated that cultural heritage and digital technology combined can result in innovative approaches and reforms.At the same time, the opportunity will be given to educators to improve their teaching methods through the implementation of ICT in the educational process. Moreover, local communities and everyone who is involved in education at every level, through the dissemination of the produced material, will have access to a database with rich content. Through it, they will be able to search for information about the cultural heritage of their place and all the countries involved, resulting in the strengthening of the European dimension of education and the formation of a new understanding of the role of the school and its opening to society in a local, regional, national, European and international level.<< Objectives >>The Projects’ main objectives are to:Provide to our target groups a useful online, free, and accessible platform and materialDevelop a digital educational game, based on the principles of game-centered learningHelp students to gain knowledge on their city’s cultural heritage through the use of modern digital toolsEmpower our target groups to acquire new technological and digital skillsGive the opportunity to our target groups to use and familiarise with digital tools and ICTEnhance conventional learning process through the introduction of ICT and game-based learningCultivate a sense of ""belonging"" to a wider community, reduce social inequalities and promote cultural and social participation and inclusion<< Implementation >>This two-year program consists of a series of activities that will give students the opportunity to highlight and develop a set of opportunities and skills that will allow them to understand that technology does not overturn tradition and its notable elements, but in contrast, by the appropriate handling, techniques and experimentation, it highlights it by contributing tothe cultural communication of people and nations.<< Results >>Project Result 1: Application for mobile devices of digital browsing platform and presentation of information of cultural points of interest.Project Result 2: Interactive educational game for elementary school children Project Result 3: Guide to the application of modern game-based learning techniques in secondary education"
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