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Cultural heritage (CH) is of great value to European society from environmental, social and economic point of view. Its sustainable management constitutes a strategic choice for the 21st century (DECISION (EU) 2017/864). Moreover, CH played a specific role in achieving the Europe 2020 strategy goals for a ‘smart, sustainable and inclusive growth’ (2014/C 183/08).Towards this vision, the European Union designated the year 2018 as the ‘European Year of Cultural Heritage’ with the purpose to encourage the sharing and appreciation of Europe's cultural heritage as a shared resource, to raise awareness of common history and values, and to reinforce a sense of belonging to a common European space. Various actions were put in place across Europe aiming at promoting Europe’s cultural diversity (#EuropeForCulture). Against this background, the CultApp partnership was inspired by the idea to contribute to raising awareness of Europe’s CH among young people from iVET institutions. In doing so, the partnership relied on powerful potentials of Augmented Reality (AR) as a tool allowing to experience cultural assets in a joyful and entertaining way. Through the combination of two topics, CH and AR, partnership strived to promote different set of 21st century’s skills of young learners, such as aesthetic, digital and civic competence, critical thinking, creativity and problem solving. The overall vision of the CultApp project was reflected in the project motto “Cultapp brings culture into the 21st century and in all our pockets”. In addition, CultApp aimed at creating supporting tools and strategies for iVET stakeholders (teachers, learners, managerial staff) towards integrating innovative AR-based teaching and learning practices in their educational activities, in particular, in incorporating CH-related topics in iVET curricula. The project’s objectives were implemented by the CultApp partnership consisting of 7 institutions with different profiles from Bulgaria, Germany, Greece, Italy, the Netherlands, and Poland. 2 of them represented iVET sector (ITT MP from IT, Agora Niekée from NL), 1 – HEI sector (FHM, DE), 1 NGO with focus on providing educational support to children with special needs (NART, BG), 1 association specializing on the development and management of human resources (Effebi, IT), 1 training & consulting institution (PAIZ Konsulting, PL), and 1 SME focusing on the design and development of digital educational solutions (CCS Education, EL). CultApp partners performed a number of tasks which led to attaining the project objectives and resulted into the development and pilot testing of 3 intellectual outputs, which were:IO1: Augmented Reality meets Cultural Heritage - Compendium of practices and applications: the Compendium showcased 12 applications of Augmented Reality on art and cultural objects in DE, IT, BG, EL, NL, PL by describing their technological features, educational value, effects and impact produced, and provided several inspirations for adopting these practices to a wider community of stakeholders, if teachers & learners, cultural workers, public municipalities, tourism service suppliers and promoters. IO2: Open Online Teacher Training Programme “Augmented Reality for Cultural Heritage Education”. This Moodle-based course addressed Art, History or Media Design teachers who wanted to try AR tools to inspire their learners for CH. The course helped teachers understand the pedagogical value of AR, use AR for teaching CH-related subjects, and empowered them to design and implement simple AR projects.IO3: Augmented Learning Project work. During this project, selected teachers and learners from CultApp countries IT, DE, and NL virtually worked together on the development of AR scenes which presented stories about the past, the presence and a possible future of the selected cultural assets in the cities Florence, Bielefeld, and Roermond. The final output of the AL project is represented through 3 deliverables:-17 AR markers to be discovered with a mobile device with the installed AR Blippar;-1 publication reflecting pedagogical and organizational stages of the AL project;-1 AL platform containing visual and textual materials produced by learners during the AL project. Impact of the project:-increased transversal skills of learners, such as curiosity, creativity, digital and intercultural competence, collaboration and communication;-improved pedagogical and digital skills of teachers;-reinforced collaboration between EU iVET institutions;-increased awareness of common EU cultural and historical values.Potential long-term benefits of the projects are:- creation of challenging learner-centered educational environments at iVET institutions,- paths for modernizing iVET curricula towards incorporating CH-related topics through AR;- pedagogical AR projects in different subjects,- innovative cooperation models between iVET institutions, tourism suppliers, public municipalities.
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