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New Dimensions of the Disruptive Impact on the Art and Creativity in Digital Social Innovation

2020-1-TR01-KA227-ADU-0977762020Partnerships for Creativityfinalized
Countries: TR|ES|RO|IT · Grant: €176,018
Open and distance learningSocial entrepreneurship / social innovationCreativity and culture

Project summary

CONTEXT The development of technology and online learning has transformed not only the way information is transmitted but also the teaching-learning processes. This project focuses on the relationship amongst the arts, creativity, and education in the digital age. The arts and creativity are socio-cultural constructions and reflect the societal context. Accordingly, nowadays, the arts and creativity can be useful for developing social innovation processes. OBJECTIVES This project aims at creating a Strategic Partnership to realize an educational pack where the arts, creativity, and digital technology interact to enhance Digital Social Innovation (DSI). Partners will exploit their expertise and experience in the multiple dimensions of creativity to define an educational pack to train social educators and teaching staff to develop initiatives in the DSI scope. According to the DSI Final Report research project funded by the European Commission, DSI is defined as: “A type of social and collaborative innovation in which innovators, users, and communities collaborate using digital technologies to co-create knowledge and solutions for a wide range of social needs and at a scale and speed that was unimaginable before the rise of the Internet” (Bria et al., 2015, p. 9) ADDRESSED NEEDS Over the last two years, DSI has grown significantly while DSI projects and initiatives have multiplied, catching the attention of policymakers, governments, and civil society organizations alike (Stokes, Baeck, & Baker, 2017). The DSI4 Europe report has indicated DSI as a means to contrast the lack of employment opportunities (Sirovátka & Spies, 2017) whilst creativity is one of the top three skills workers will need in near future according to the report of the World Economic Forum (2016). With the break of new products, new technologies, and new ways of working, workers are going to have to become more creative in order to benefit from these changes. For this purpose, Partners will consider the following four primary layers: 1. The role of educational computing in arts education classes; 2. The use of the arts to improve educational processes; 3. Technology as a means for stimulating/supporting creativity; 4. The arts and creativity as key factors of success in DSI. We will also focus on issues such as: • Why some individuals seem more creative than others? • What are the factors underlying artistic creativity? • Can arts-based initiatives within the workplace meet the complexity and turbulence of the new business age? We will tackle open questions concerning: • Digital technology and collaborative creation in interactive forms of arts; • Gig artists; • Organizational creativity in innovation; • Democratization of creativity • Decentralized models of cultural production. TARGET GROUPS The primary target groups are social educators and teaching staff. The secondary target groups are: • People who are interested in DSI • Social enterprises who are interested in DSI and aim at improving their current services • Social Services who are interested in modernizing their services OUTCOMES The CreArt project will realize an educational pack that includes: • A training module for social educators and teaching staff to train them in the use of creativity and arts in DSI. • Laboratories in which learners will apply the acquired knowledge remotely. • A virtual community where social educators/teaching staff can find educational materials as well as collect and share their experiences. • An educational multimedia book on creativity and the arts in DSI. The training module and laboratories will be held in a virtual classroom. Social educators and teaching staff will be provided with digital skills and competence to learn and collaborate remotely. PARTNERS The CreArt projects involves seven partners from four countries (Turkey, Italy, Spain, and Romania). They have complementary expertise in social innovation and matured great experience in training people in acquiring the so-called soft skills that include creativity and innovative thinking. WHY THIS PROJECT SHOULD BE CARRIED OUT TRANSNATIONALLY The following primary factors motivate the CreArt Strategic Partnership: - CreArt goes beyond local/national borders and focuses on DSI that is a new topical subject at the European level - Social innovation is a European goal needing a transnational approach (SI-Drive Policy Declaration, Brussel October 2017). - Our project will realize an educational pack that will enhance cross-sectoral dialogue and international cooperation among the involved countries contributing to increasing the European social capital.

Objectives

The CreArt project aimed to establish a Strategic Partnership that effectively harnessed the dynamic synergy between arts,creativity,and digital technology within the realm of education.This partnership was intended to facilitate a comprehensive understanding of DSI principles and empower educators and learners to adopt collaborative,co-creative,and innovative problem-solving approaches. The project sought to address a critical need in contemporary education:the cultivation of creative and innovative thinking skills essential for thriving in a rapidly evolving digital society.CreArt aimed to develop a multifaceted educational package that integrated arts,creativity,and digital tools,enabling learners and educators to acquire and hone vital skills in DSI. By fostering an environment where creativity flourished, the project aimed to equip participants with the competence to design, develop, and manage innovative initiatives that responded to societal challenges through digital solutions. The ultimate objective was to empower educators and learners to embrace the paradigm shift brought about by technology, facilitating the seamless integration of arts and creativity into education for enhanced social innovation and personal growth.

Background

The CreArt project emerged as a response to the evolving education environment driven by rapid technological progress. Recognizing the profound impact of arts, creativity, and digital education, the project consortium aimed to foster social innovation. In the era of Digital Social Innovation (DSI), the project addressed the pressing needs of bridging employment gaps and nurturing innovative thinking skills. The objective of the project encompassed harnessing the power of arts and creativity to equip educators and learners with the ability to thrive in an ever-changing digital society. Moreover, the project addressed the call for increased inclusivity and collaboration to address complex societal challenges. The CreArt project aimed to empower a diverse range of stakeholders to collaboratively explore innovative solutions by intertwining arts, creativity, and digital education, fostering a holistic approach to education and societal progress.

Project partners (7)