The Project

Educational Ventures

2023-1-IT02-KA220-SCH-000151181

LEARNING IN AN INTERCONNECTED CONTEXT

In the current climate where in-person interactions are significantly reduced, there is a pressing need to adapt educational methods to ensure continuity and engagement. This project aims to leverage technology to bring physical experiences into the virtual realm, making learning more accessible and engaging. By utilizing digital tools and cloud storage, the project seeks to create a virtual learning environment that allows students to actively participate in their own learning process, fostering collaboration and inclusion.

Objectives

  1. Creation of a New Cooperative School Model: The project aims to develop a new cooperative school model that enhances students’ transversal skills. This model promotes the idea of interconnected knowledge that is closely related to the community and the territory.
  2. Promotion of a Reticular Learning Concept: The project emphasizes a networked approach to learning, which aligns with the way students experience learning outside the traditional school environment. This approach encourages students to see learning as an interconnected web of knowledge.
  3. Redefinition of Metacompetence: The project seeks to redefine the concept of Metacompetence, viewing it as a key to implementing participatory learning. This involves encouraging students to take an active role in their learning process.
  4. Reflection on Outdoor and Non-Formal Education: The project aims to integrate outdoor and non-formal education methods into the curriculum. This includes understanding the importance of transdisciplinary skills and their connection to the human experience and cultural heritage.
  5. Promotion of Transdisciplinary Skills: The project highlights the importance of transdisciplinary skills, emphasizing their close link to human beings, their environment, and the cultural heritage they protect.
  6. Encouragement of Individual and Group Skills: The project aims to promote the skills, abilities, and talents that students bring to the table, both individually and in groups. This includes fostering creativity, critical thinking, and collaboration.
  7. Knowledge of Innovative Educational Methods: The project seeks to introduce innovative educational methods borrowed from the world of cultural heritage. These methods aim to activate moments of comparison, re-elaboration, and organization, enhancing the overall learning experience.

 

Leading Organization

Liceo Francesco d’Assisi, a large Italian public school, is the leading organization for this project. With a deep understanding of students’ needs, the school focuses on providing a detailed and engaging educational offer. The school aims to make traditional classroom teaching more appealing by developing new methods of outdoor learning, enriched by laboratory activities.

Project Approach

The project incorporates a technological-virtual path into educational planning. This approach allows for remote application and involves partners from various sectors, including school, training, entrepreneurship, and virtual reality. The goal is to create a replicable model that can be adopted by other educational institutions, sharing the necessary products and actions for its realization.

Partnership and Innovation

The partnership aims to launch innovative research to develop methods and technologies for immersive experiential teaching. This involves combining academic, entrepreneurial, and technological expertise to create a cultural narrative learning model. The model integrates various knowledge and disciplinary approaches to rebuild culture and develop skills. Innovation in this project lies in associating placetelling—a powerful means of meaning and structuring of places—with the development of skills.

By enhancing placetelling with new technologies, the project aims to return to students the identity, historical and artistic sedimentation, and collective memory of cultural places.

Complementary Initiatives

The project complements other initiatives already carried out by the participating organizations. Over the years, all partners have engaged in activities related to cultural enhancement, non-formal learning approaches, and innovative teaching techniques. This project builds on these efforts to further develop and improve the world of training.

Partner Contributions

– Liceo Francesco d’Assisi: Focuses on developing a pedagogic offer that is engaging and tailored to students’ needs.

– WIDE: Involved in national and international research projects aimed at changing the way training is conducted and developing soft skills.

– Nara: Utilizes advanced technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) to provide faster, more affordable, and more efficient education.

– CRAS: Offers individual counseling through potential analysis, interviews, tests, and psychological support.

Needs

With the development of this project, we want to:

  1. expand the didactic offer of non-formal learning in the medium term of the schools that will be part of the sample and in

the long term of the schools of partner countries and European countries,

  1. make teachers and students acquire transversal and interdisciplinary knowledge, skills and abilities,
  2. increase the techniques of active citizenship and social inclusion,
  3. stimulate creativity through culture and scientific activities,
  4. use mixed education techniques and tools from art, history, science, territorial culture and the digital world,
  5. increase the protagonism of students, at any level and in any degree, through the calibration of active teaching

strategies aimed at developing creativity and design activity,

  1. develop diversified educational opportunities,
  2. activate training sessions for teachers,
  3. start up international networks,
  4. trigger a virtuous circuit of exchange of good practices.


Target Groups

The overall project generates benefits on the following target groups:

– Students;

– Staff of the participating organizations;

– Educators;

– Trainers in the field of pedagogy and education Teachers;

– Policy makers (at local, regional, national and community level).

The final users of the project output are typically:

– Researchers;

– Open-air museum teachers and trainers;

– Schools of all levels, public or private.

Impact

We expect this project to have a positive impact locally on the learning of the students involved and especially on the valuethey place on cultural heritage. We expect students to better develop their civic and social skills and competences, whichwill help them improve their ability to effectively approach groups and individuals.

At the regional level, we look forward to the opportunity to show and share the results and guidelines drawn up with otherinstitutions Nationally and internationally, we hope they see the importance of communication and collaboration with other entities.

The partnership intends to make known the results of the project, acting on several levels and with diversified techniques:

– In each institution (managers, staff, students, parents’ associations):

– Permanent presentation of the planned activities

– Suggestion box

– Presentation of the results of the team, students, teachers, families,

– Post the activities carried out on the school website

– Presentation of the project in these cases

– Collaborate with them for related actions (e.g. European Heritage Days, Europe Day, Outdoor Education Day)

– Presentation of the project to local media (newspapers, radio, local TV)