The AMUSE project aimed to modernize higher education and promote inclusion through digital innovation in cultural heritage. Its main objectives were to digitize museum collections using 3D scanning and photogrammetry, creating virtual exhibitions and accessible digital archives; to develop a gamified online platform offering inclusive virtual museum tours for all users, including persons with disabilities; and to update university curricula by introducing a new course in Digital Archaeology supported by non-formal learning modules for adult learners. The project also sought to strengthen students’ digital and creative skills, enhance interdisciplinary collaboration between archaeology, IT, and special education, and promote accessibility and equal participation in cultural and educational experiences. Through these goals, AMUSE contributed to the digital transformation of higher education, fostered innovative and inclusive learning methods, and increased public engagement with cultural heritage across Europe. A detailed overview of the project objectives and planned activities is available at: https://projectamuseeu.wordpress.com/project-overview/
The AMUSE project was launched to address the growing need for digitization, accessibility, and innovation in higher education and museums. Many museums in North Macedonia and partner countries lacked digital infrastructure and inclusive access for persons with disabilities. At the same time, university curricula in archaeology and cultural heritage were outdated, offering limited opportunities to acquire digital and 3D documentation skills essential for preservation and modern research. The COVID-19 pandemic further emphasized the urgency of developing virtual, gamified, and inclusive learning formats that engage students and expand museum access for all. AMUSE therefore aimed to digitize museum collections through photogrammetry and 3D scanning, create a gamified platform with inclusive virtual tours, and update university and non-formal courses in Digital Archaeology. By integrating accessibility, gamification, and cultural heritage, the project promoted digital transformation, inclusion, and innovative teaching practices, while strengthening cross-sectoral cooperation between academia, museums, and SMEs.