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i-DIGital Stories – Stories Educational Learning Facilities

2015-1-IT02-KA204-0151812015Strategic Partnerships for adult educationfinalizedGood practice
Countries: IT|PL|EL|HU|UK · Grant: €273,065
ICT - new technologies - digital competencesNew innovative curricula/educational methods/development of training coursesIntercultural/intergenerational education and (lifelong)learning

Project summary

This project idea evolved from the needs analysis of the consortium's partners working in adult and youth education. Over the last years it was strongly viewed that our students where passing a big amount of time in the Internet 2.0 environments. This need passed over the educational community, where there was the necessity for each classroom to continue their educational community in the 2.0 environment. Regarding the fact that we wanted to keep this joy of participating in a educational community and to empower it to a more knowledge creation procedure, we estimated that there was a need for new tools in which we could address our needs as an educational community. We needed to find a new way to keep up and empower the joy of participating in a community and especially in an educational community and also to transform it to a joy of learning and inquiring for students real needs in a creativity procedure. Also there was a need of visibility. Due to social conditions (immigration, unemployment) some of our beneficiaries where socially invisible. So they needed to develop a sense of belonging and also to built up again their identity telling their story. Beginning from these needs, we decided that Digital Storytelling was the tool to cover them. DST refers to a short form of digital film-making that allows everyday people to share aspects of their life story. DST is a relatively new term which describes the new practice of ordinary people who use digital tools to tell their personal 'story' (digital narratives). Digital stories often present in compelling and emotionally engaging formats. One can define digital storytelling as the process by which diverse people share their life story and creative imaginings with others, over the Internet and other electronic distribution systems. In DST students take an active role in learning, rather than passively receiving information from instructors. With Digital storytelling and the use of an educational platform, in a more interactive and learning environment, students can become knowledge creators, producers, editors, and evaluators and knowledge inter- actors. Believing that this tool meets the needs addressed before, we designed a project that will: -create of a methodology guide for the Digital story Telling (DST) methodology -train the consortium's educational organisations, on DST -implement the DST in the educational procedures of the partners, in order to meet their needs. On national level there will be organising thematic workshops, on the topic of work. The workshops will be for two generations or for people from different nationalities working together -develop the tool with the feed-back from the implementation procedure, in the topic of work in a transgenerational and transnational aspect and the create an educational tool-kit -create a learning e-platform, that will offer the e-public-space for the creation of the educational community and the exchange of the educational materials -promote the e-platform and the Digital storytelling as new tools, by the dissemination of the tool-kit and the realization of a multiplier event addressed to education facilitators. Digital SELF 's objectives focuses on: -The fostering of the use of ICT into educational and social initiatives -The promotion of interaction, communication and collaboration in a knowledge community, where the joy of learning, the inquiry and the creativity are the base for the knowledge creation -The empowerment of learning responsibility and autonomy of our students -The social visibility of vulnerable groups -The transgenarational and transnational transfer of knowledge and skills -The contribution in investigating the link between work and one's identity Beneficiaries of the project activities are: -The educational staff of the consortium's educational organisations. -Learners that will participate in the national workshops. There will be 5 national workshops, each open to 12 participants. -E-platform users. -The organisations and the adult education professionals, that will benefit from the project's intellectual outputs (methodology guide, educational tool-kit). We expect that this project will strengthen the idea of the educational community and remind the pleasure of learning, inquiring according to needs and creating knowledge and will foster active citizenship and social and educational responsibility of the participants.

Final report summary

The project evolved from the needs of junctioning the adult and youth education with IT: as the trainees spend a big amount of time in Internet 2.0 environments, there was a lack of educational tools to merge the joy of participating in educational community and to empower multicultural/intergenerational dialogue through a creative procedure able to increase the visibility of those whose social conditions push them aside from social visibility. The project responded by developing an IT tool to support individuals to regain a sense of belonging and to built up their identity telling their stories. Various preparatory meetings were focused to identify the core tool in the Digital Storytelling. Digital Storytelling refers to a short form of digital film-making that allows everyday people to share aspects of their life story; it describes the innovative practice of ordinary people who use digital tools to tell their personal 'story' by turning it into digital narrations in compelling and emotionally engaging formats. The partners identified the creation of a complete set of training materials on digital storytelling as the process by which diverse people share their life story and creative imaginings with others, over the Internet and other electronic distribution systems. With Digital storytelling and the use of an educational platform, we allowed trainees to take an active role in learning, to become knowledge creators, producers, editors, evaluators and knowledge inter- actors. The following project objectives were all successfully achieved: - fostering the use of ICT into educational and social initiatives; promote interaction, communication and collaboration in a knowledge community, fostering the joy of learning, the inquiry and the creativity of the knowledge creation - empowerment of learning responsibility and autonomy of students and participants to training events - increment in social visibility of target groups, such as vulnerable social groups (refugees and ethnic minorities) - transgenarational and transnational transfer of knowledge and skills - contribution in investigating the link between work and one's identity The project followed the scheduled activities: - create an EOR-Open Educational Resources platform, under the international standard.It serves as an e-public-space for creation of the educational community and the exchange of all educational materials - creation of the first comprehensive methodological guide on digital storytelling methodology - train the partners on digital storytelling during a short term staff training event; participants to LTTA became trainers themselves in local thematic workshops with target groups and contribute to the multiplier events - develop a multidisciplinary tool on digital storytelling on the base of the feed-back from implementation procedure, following an inclusive and participatory approach to foster the trans-generational, transnational aspect and intercultural dialogue - dissemination of the guide and the toolkit during various multiplier events addressed to education facilitators and local stakeholders The project results are: - IO1: educational platform on digital storytelling - IO2: comprehensive Methodological Guide on Digital Storytelling - IO3: I dig stories toolkit - more than 40 videos All the project outputs received a wide impact: - more than 10.000 viewers of the project activities through the platform - 8.179 single viewers of the sole project educational open platform - 1.874 downloads of the sole methodological guide on digital storytelling - the project reached 532.116 web-receivers through 239 dissemination actions in 24 months of project life The platform will be open long after the project end, assuring a longterm benefit by becoming the first complete repository of digital storytelling method and experiences. The project was implemented by: - Diciannove applicant, responsible for implementing the e-platform (IO1), project management and dissemination; experience in application of IT to social/educational programs, in media knowledge and literacy, developing e-learning environments, research/video techniques - Anthropolis Association main activity is in the adult education field by introducing the digital storytelling as a new learning and self-understanding method. Responsible for implementing the methodological guide (IO2) - Liverpool World Centre (LWC) works with children and teachers with a strong experience in intergeneration educational field. Responsible for implementing the toolkit (IO3) - Zoe has experiences in educational activities; specific competences and ceritifications in managing workshops to include the local community - Vardakeios is expert in training with migrants and locals with strong experience in multicultural learning - Danmar has IT teaching and Eu organisation skills; provides vocational training in IT and e-learning services. Responsible for project evaluation

Project partners (6)