Training Needs Analysis Report and Transfer Framework
This report is addressed to educational institutions who want to transfer the good practice of the “Crowddreaming: I giovani co-creano cultura digitale” challenge for Italian schools to their national context. The document contains an introduction to the Crowddreaming method, the analysis of the training needs of the schools from participating countries and the operational framework to transfer the good practice.
This training toolkit provides an overview of the Crowddreaming project and it is designed to assist tutors, teachers and other educators in creating a successful training initiative. It contains a training plan, guidelines, Open Educational Resoures (free tools, samples and templates) and learning outcomes to use along the way.
Curriculum for Teachers
This Curriculum aims to raise teachers’ awareness about digital cultural heritage and prepare them for providing support to young people in developing digital cultural heritage projects.
The program includes 6 modules:
- The Art of Crowddreaming method
- Project Development
- Digital Tools for Digital Content Creation
- Digital Storytelling
- Digital Cultural Heritage
- Media Literacy
CDDC Massive Open Online Course
The MOOC designed includes 6 modules (The Art of Crowddreaming method, Project development, Digital Tools for Digital Content Creation, Digital Storytelling, Digital Cultural Heritage and Media literacy) and is offered 5 languages: English, Croatian, Greek, Italian and Latvian. Each module is designed based on specific Learning Outcomes and Learning Objectives, consisting of relevant Open Educational Resources (OERs), discussion for a and self assessment activities.
Report on Design, implementation and delivery of the MOOC
CDDC consortium has developed a Curriculum and a Massive Open Online Course (MOOC) for teachers of various specialties on the new required interdisciplinary skills, such as digital tools, digital storytelling and Augmented Reality (AR). Through the MOOC, teachers have been trained on how to use simple AR and other digital tools in the classroom in order to introduce digital cultural heritage to their students and support them in developing digital cultural heritage scenes. The report describes development of the MOOC and evaluates its design and delivery by using pre-set indicators.
Experimentation report presents the results of the piloting phase of the Crowddreaming methodology.
This document explains the methodology used to scale up the workshops with young people. It also contains evaluation results from the young people who participated in the workshops, teachers who were conducting the workshops and the national tutors who facilitated the piloting phase in their partner countries. COVID-19 health crisis had a very large impact on the piloting phase. Therefore, report includes description of the planed and adapted methodology as well as a chapter dedicated to the COVID-19 effects on the piloting of the Crowddreaming methodology.
This policy recommendations summarize project’s experience in valorization of the Crowddreaming methodology as a mean for inclusive education and promotion of European values. The document builds on the project partners’ experiences from developing a formalized Crowddreming methodology and two evaluation reports from implementing the training activity for teachers and piloting of the methodology with students in schools in Croatia, Greece, Italy and Latvia. The recommendations target educators and policy makers with the aim of adopting the Crowddreaming methodology in formal educational contexts.
The Art of Crowddreaming
This handbook systematizes a set of intuitions, ideas, practices and experiences developed during the first four editions of the “Crowddreaming: i giovani co-creano cultura digitale” challenge, organized and managed in Italy by the Stati Generali dell’Innovazione association for the Digital Cultural Heritage, Arts and Humanities School network. The Art of Crowddreaming provides tools and methods to let teachers and students co-create digital cultural resources, according to an engaging process that mimics the production of Hollywood blockbusters.