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Creative Leader Of Europe

2020-1-EL02-KA227-YOU-0067822020Partnerships for Creativityfinalized
Countries: EL|PT|IT · Grant: €220,104
Creativity and cultureOpen and distance learningSocial entrepreneurship / social innovation

Project summary

CLOE was born during the COVID19 pandemic that impacted on youths and cultural and creative industries (CCI), more than elsewhere. When CCI moved on digital environment providing public with free cultural contents, we all valued its impact on people quality of life, while the sector experienced the loose revenues, usually generated by events in presence. Contemporary the Pandemic impacted on youths future more than other aged groups. In this context Partners have joined forces and experiences to design and test an INNOVATIVE edutainment PROCESS responding to both issues: crisis of the CCI and youths loose of perspectives. The project scope is to nurture youths’ creative talents and provides youths cultural workers with both a creative educational frame and an entrepreneurship sustainable model that can be scaled up. The mechanism is based on DISTANCE LABS, where youths and cultural workers jointly produce: (i) a CONCET street MUSICAL, notably an INCLUSIVE show where the performance matters less than the concept conveyed, (ii) a WEB MAGAZINE to give voice to young creative leaders, (iii) the network of young Creative Leaders Of Europe. Youths (18-30 y.o) are selected independently from the backgrounds: both youths already active in the creative sector (musicians, dancers, writers) and those who never exploited their creative attitudes, youths with economic and those with no economic possibilities, youths already engaged in society and those living at margins. All can take part to a real INCLUSIVE and creative edutainment experience. The outcomes are transferred to stakeholders of the youths and the creative sectors, by means of: (i) Guideline to unleash creative potential of youths, (ii) Handbook to support young creative professionals and entrepreneurs to generate revenue form the digital environment and (iii) a Roadmap to scale up and replicate the edutainments process. All the story is told via multimedia and creative products (video, vox-pop and posts) edited together by youths and experts, with the final aim of providing stakeholders with tools necessary to take over CLOE results. The direct involvement of youths in producing the musical and developing the web magazine contents is the core of the edutainment process, which unleashes digital and entrepreneurs’ skills of young people and equips creative leader to drive the transition from the new normal to an actual inclusive future where no one if left behind.

Objectives

The creative sector, primarily employing young people, faced new challenges. To support its evolution, the project achieved the following RESULTS: PRODUCTS: - Artistic distance co-creation handbook: "Exploit Youths creative SKILLS" (IO1) - Distance-Open LABs for unleashing youth creativity (IO1 + IO2) - Handbook for developing a hybrid creative business model (IO1) - Digital toolkit for co-developing a concept street musical (IO1 + IO2) - Pilot media production of the concept street musical (IO2) - CLOE digital magazine for sharing vox-pop and video interviews (IO3) - Report on lessons learned from the edutainment process (IO3) - Roadmap for expanding the CLOE network (IO3) - Information leaflets and digital postcards (IO3) INTANGIBLE outcomes: - Increased awareness of creative generation's value - Enhanced youth entrepreneurship skills - Strengthened creative capacity - Better understanding of cultural ecosystem needs We have achieved: - Innovative edutainment distance model - Video showcasing concept musical's co-production - Disruptive media tools for creative young leaders

Background

CONTEXT/TARGETS: The implementation of social distancing measures had a severe impact on venue-based sectors like performing arts and live music, leading to a significant decrease in revenue and threatening their financial viability. This had repercussions on the entire creative sector, affecting young professionals who already faced high rates of unemployment. Recognizing the vulnerability of both young individuals and the creative sector, it became crucial to engage and empower young people to be agents of positive change. The COVID-19 crisis exposed the weaknesses of young professionals operating on the edge of financial sustainability, highlighting the need for skilled youth who can bridge the gap between real-life cultural production and digital engagement. OBJECTIVES: The general objective of the CLOE project was to address the challenges faced by the cultural and creative sectors and harness the opportunities for young people. This involved nurturing young creative talents and entrepreneurial skills through an innovative distance-edutainment process. The specific objectives were to unleash creativity skills, support social entrepreneurship and convey the message of youth leadership and inclusivity in shaping the new normal.

Project partners (3)