Digital Culture is a concept that describes how technology and the internet are shaping the way that we interact as humans. It’s the way that we behave, think and communicate within society. Digital Culture is the product of the endless persuasive technology around us and the result of disruptive technological innovation. It’s applicable to multiple topics but it comes down to one overarching theme; the relationship between humans and technology. Meanwhile, the EU unemployment rate was 7.2% in July 2020, up from 7.1% in June 2020. These figures are published by Eurostat, the statistical office of the European Union. Eurostat estimates that 15.184 million men and women in the EU, of whom 12.793 million in the euro area, were unemployed in July 2020. AdultsOnTheMove! is a European adult project aiming to support unemployed young adults with interest in digital culture to find their way out of unemployment and secure their entry into the labor market. To run a successful business means you need to run a digital business. Digital is revolutionizing the way businesses operate and succeed. In such a competitive market, it’s increasingly important to create a digital culture in your business. To do this, you need to ensure that you are informed, engaged and empowered to help cultivate a digital mindset. But how can this be done? AdultsOnTheMove! will provide to the participating young adults all the learning opportunities of digital technology helping them to enhance their digital skills and competences that are necessary in order to tackle their unemployment status. By having access to the internet, nowadays we can all access different information within seconds just by searching online. Long-gone are the days where we had to spend huge amount of time searching for specific information within books or go to a physical library to have access to specific information. Now, digital technology has made it possible for everyone to have access to things like online courses, training, books, journals, publications and other important information. Our partnership for Creativity has engaged 2 NGOs, a Regional Public Body & an Adult Education Center and organized a vast and in-depth EU young adult project aiming to address the 2nd priority of the KA2 Erasmus+ Call, launched in light of the exceptional circumstances presented by Covid-19, whose objective is to enhance Creativity in the field of Adult Education. AdultsOnTheMove! will organize the following IOs, all in digital form addressing the needs of distancing given the backdrop of the COVID-19 pandemic crisis, using non-formal educational methods & game-based learning: IO1.Methodological Handbook (e-Book and video series) which will contain answers to all the possible questions of the participating young adults, i.e. What is Digital Culture?, Why are digital technologies in digital culture?, What is meant by “Digital Media”? etc. IO2.Short Movie creation based on video documentation regarding the challenges unemployed young adults of the participating regions are facing, the obstacles to their attempt to enter the labor market and the responses businesses, community and unemployment services are giving to them. IO3.Digital Culture Serious Game design within which the participating young adults can interact with each other and unveil entrepreneurship solutions based on lesson learning from the video experiences of IO1 and IO2. IO4.Online Seminar (e-Course) Curriculum development with the method of a living Lab with the theme “Creating a Digital Culture in your own future Business”. We aim to involve 150 adults, seniors and adult & community educators who work with young adults, in the creation of the IOs and reach at least 1500 per year after the project is created. The project will engage a variety of local stakeholders in all project stages to increase their understanding on the challenges faced and thus boost their motivation to participate in similar initiatives. Objectives: •identify the importance of digital education •equip young adults with the necessary tools & competences needed to come up with creative, innovative solutions in digital entrepreneurship •acquisition of gidital skills •provide opportunities for disadvantaged people to enter the labor market •fight back unemployment Results: •accessibility on digital cultural knowledge •improve creative skills on digital culture education •raise awareness on its importance among adults of different origins •make them advocates of digital entrepreneurship in their local communities Impact: •social cohesion & active citizenship •establish EU partnerships •expand involved bodies' networks •participation of youth with fewer opportunities in international projects Long-term effects: •Covid-19 effects on creative sector reduction •employment rates in the participating regions increase •digital agenda provision through which other cities all over the world can set up processes of moving against unemployment.
The primary objective was to create a comprehensive innovative methodology pack. This included an online handbook based on research and analysis, a short movie presenting relevant information about the real challenges young adults and companies face in modern society, and a Digital Culture Serious Game design. The ultimate goal was to help young adults understand and embrace digital culture and skills differently across various cultures.
Digitalization has an impact on many aspects in VET education, from learning, communication, assessment, organizational tasks etc. We have seen this specifically during the “corona” crisis, in terms of understanding given advice and regulations, to master digital tools. Digital Culture is a concept that describes how technology, and the internet are shaping the way that we interact as humans. It’s the way that we behave, think and communicate within society. Digital Culture is the product of the endless persuasive technology around us. The project was initiated to address the challenges faced by young adults in the modern digital culture and labor market. The project aimed to provide fact-based information about digital culture and the competences and tools needed in the modern and future labor market. The content of the project was based on research and analysis conducted amongst young adults in the target group and project stakeholders.