Our aim was to achieve tangible results and experiences for both the participating organisations and the young people taking part. With regard to the young people, our goal was primarily to show and test the possibilities and limits of the digital world in connection with the "old" analogue world, which continues to play an important role in their lives. In addition, they - just like the accompanying teachers - were to test and learn the productive use of digital tools. In addition, we wanted to make international contacts possible for the young people who live outside the metropolises and make cross-border cooperation tangible.
We applied for this cooperation project together with our project partners because we wanted to give young people from somewhat remote areas in Spain and Germany the opportunity to gain important experience together in creative work at the interface of the analogue and digital worlds. Even though the so-called "digital natives" learn and master the use of digital devices and platforms from an early age, they are often at the mercy of algorithms and providers without reflection. The boundaries between the analogue and digital worlds are not always clear to them. Within the framework of the project, we wanted to make these two worlds visible and tangible and open up a different approach to the supposedly "old" analogue world for the young participants. In addition, we wanted to provide a concrete example of game-based learning and its advantages, but also its limitations. And finally, the opportunity for transnational cooperation was a completely new personal experience for many young people.