We set out to make Ancient Rome engaging, curriculum-aligned and easy to teach across Europe. Our goals were to (1) turn expert living-history practice into teacher-ready lessons and open educational resources, (2) capture authentic reconstructions in 360° and publish them through a simple, browser-first platform where VR is optional, (3) give teachers a drag-and-drop way to build and localise lessons from a curated image bank—no filming or special equipment required, (4) train teachers and students to organise safe, inclusive reenactments and to digitise content, (5) ensure accessibility and multilingual use so schools with limited budgets can participate, (6) connect schools, reenactment groups and heritage sites in a cross-border network that promotes quality and reuse, and (7) leave a sustainable structure—ICARUS (our youth network of student ambassadors)—to keep outreach and classroom pilots active after the grant. Together, these objectives aimed to boost historical understanding, critical thinking and civic awareness while creating a scalable model other subjects can adopt.
We applied to make Ancient Rome tangible for today’s students and easier to teach for busy teachers. Across our countries, curricula cover Roman history, but schools lacked engaging, classroom-ready materials and affordable ways to experience the period beyond textbooks. Teachers asked for a common, multilingual approach, clear lesson structures, and resources they could adapt quickly without special equipment or filming. At the same time, experienced reenactment groups held deep expertise that rarely reached classrooms, and valuable heritage sites could be explored by far more learners through digital means. The project answers these needs by combining living-history practice with a simple digital pathway: a shared pedagogy and scenarios, training for teachers and students, and an open platform with a curated image bank to build lessons from preloaded 360° media. This design supports inclusion (browser-first, VR optional), reduces preparation time, and lets schools with limited budgets participate fully. Working cross-border also builds a youth network and a community that will keep the materials alive after the grant.