E-CR.A.F.T

Entrepreneurship, Creativity, and Arts for Future Teaching

The project focuses on creativity, in its multiform artistic, visual and cultural expressions to innovate the teaching delivered in partner countries by introducing Game-based Learning solutions in assessment evaluating the creative and entrepreneurial potential of students. It also aims to develop their entrepreneurial mind-set by enhancing their creativity and craftsmanship supporting their initiative and the will to put themselves to the test using digital communication 4.0 technologies. During the project lifecycle, two International Mobilities will be held to support teachers in managing Art-Inspired Creativity Labs for entrepreneurship and digital communication 4.0 that are fundamental in the cultural and creative economy.

About the project

The E-CR.A.F.T: Entrepreneurship, Creativity, and Arts for Future Teaching Project’s specific objectives include:

To integrate and innovate the educational offer of humanistic and artistic craft schools of partner countries from:

✔ a methodological point of view with the introduction of game-based learning solutions as an advanced assessment tool to create a selective and detailed evaluation process on the creative and entrepreneurial potential of students

✔ a content-didactic point of view by placing at the center of the learning program art-inspired paths and workshops of digital creativity and a spirit of initiative and entrepreneurship to conceive and communicate new businesses

To develop an entrepreneurial mind-set and a digital maturity in students

of the IV and V years of Higher Secondary Institutes of IT, ES, PT and EL (17-19 years of age) to valorise the creativity and craftsmanship of young people by supporting their spirit of initiative and the will to put themselves to the test using the technologies of digital communication 4.0 to give vigour, attractiveness, innovation and originality to the artifacts they make, also from a business point of view

To promote digital integration in learning by adopting interactive and gamified training solutions

in line with the evolution of technologies and multimedia languages, disconnected from constraints of places and times, to encourage smart e-learning processes.

Methodologically align a pool of partnership teachers through two transnational mobilities

for the management of the Art-Inspired Creativity Labs for entrepreneurship and digital communication 4.0, in the role of learning facilitators, and to acquire the game-based, didactic logics of GAME- BASED LEARNING as forms of assessment of the entrepreneurial and creative propensities of students that are fundamental in the cultural and creative economy.

Partners

The Strategic Partnership involves 11 partners
from 4 EU countries

(Italy, Spain, Greece & Portugal)

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