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CENTAUR - Supporting, mobilizing and empowering creative and cultural industry entrepreneurs and educators towards social change.

Funder: European CommissionProject code: 2020-1-DE02-KA227-ADU-008268
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Partnerships for Creativity Funder Contribution: 297,335 EUR

CENTAUR - Supporting, mobilizing and empowering creative and cultural industry entrepreneurs and educators towards social change.

Description

To protect against the rapid spread of the virus, all countries around the world have adopted protective measures, some of them drastic, which severely restrict citizens' freedom of movement and choice. As a result, cultural and leisure facilities, schools, day-care centres and universities were closed, as were numerous shops that did not serve the needs of daily life. The entire world economy will not be spared the consequences of Covid-19. Some politicians are already saying that we are facing the worst crisis since the Second World War. Unemployment will inevitably also rise, which is not only a major loss at individual level, but also puts additional pressure on the economy. The consulting firm McKinsey, for example, estimates that around 59 million jobs could be lost in the course of the Corona pandemic. In the EU countries this would correspond to an unemployment rate of 7.6%. This would particularly affect the wholesale and retail sector, restaurants, the tourism industry as well as the arts (music, performance arts) and entertainment sector.The project focuses on key players of the creative sector, therefore, aims at: a) supporting, mobilizing and empowering entrepreneurs (organisations and individuals), active in the creative sector and in the EU cultural tradition, to develop online collaboration and sustainable networks for sharing their knowledge with trainers and adult learners; b) supporting, mobilizing and empowering educators to use online collaboration and tools for raising awareness of the benefits of teaching and creative activities, especially in the EU cultural tradition, including music, performing arts; c) raise interest and offer skills in adults, to develop their creativity in constructive ways and in support of inclusion, especially of migrants and other marginalized groups. So, the target groups are entrepreneurs (organisations and individuals), active in the creative sector, educators and adults.The planned Intellectual Outputs (IOs) are:- IO1 Needs and requirements identification of the target groups.- IO2 Online eLearning and networking platform containing the subsequent IOs.- IO3 Guidelines for trainers in adult education and educators: a manual that will focus on creativity and the use of arts in different settings, and as inclusion promoting activities, the use with migrants and marginalized groups, and on the integration with recent complex EU data and copyright regulations.- IO4 Self-assessment tool: An online questionnaire, which will help to identify and assess the creative strength, interests, challenges and earlier experience of adults. This tool will facilitate the use of the platform by the target groups, by proposing the right exercises, tools and creative areas for each user from a pool (collection) of practices and exercises.- IO5 Collection of practices and exercises: A collection (data-base) of practical, culture sensitive and easy to implement practices and exercises of wide variety will be set up, that can be used in the awareness raising of the benefits of creativity and the development of creativity aided by experts in that field with so far underused knowledge in this are linked through the website.- IO6 Engaging flexible tools: a set of engaging flexible tools based on modern Graphical User Interface such as Anime and/or Avatars that will implement specific exercises. It is addressed to the trainees using the audio-visual language with which they are familiar aiming at increasing the level of engagement.The project, is innovative, first and foremost, for making use of the gamification approach and the multiple benefits for groups especially challenged by the present pandemics related situation. By introducing attractive features of the gaming industry (badges, achievements, avatars, anime) the project will be attractive for its target groups, giving a sense of purpose, of progress, achievement, and finality. It will make it easier for all target groups to “come back” to the platform and complete the training. Secondly, the platform will be innovative for targeting two intertwined target groups at the same time: a. offer new horizons of opportunity for those in the creative professions and arts in the difficult time of the COVID, b. train trainers in adult education on how to collaborate with these groups, effectively and efficiently raise creativity in their adults-clients, and contribute to inclusion and integration in the EU culture and at the same time enhance a very broad and critical ability of adult learners. The project will build upon previously implemented EU lifelong learning projects delivered in collaboration by some of the partners, i.e. “Resilience” and “ARTIP” and a special open source online platform using the successful model developed by the partner Greek University Network.

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