DiCultYouth is an Erasmus+ project that works towards developing and furthering synergies between the creative sectors of culture, education and technology to help boost the digital skills and employability of young people. The project also supports educational systems and cultural organizations to make the most of new technologies so that they can contribute to the employability of the young generation.

Project’s Objectives

  • Promote youth’s a love for European cultural heritage in a bid to help them develop appropriate cultural management and digital skills
  • Get young people Involved in promoting, contributing to and take advantage of cultural heritage
  • Equip young professionals with essential IT knowledge skills and knowledge that will open up new pathways and opportunities for a career in the cultural heritage sector
  • Further digital literacy among young people and combat youth unemployment through a multi-assessed e-learning programme for young people with fewer opportunities that will elevate their digital competences to meet the needs of labour market
  • Pave the ground for the exchange of knowledge and practice between research centers educational and training institutions and Ngo’s active in the field of cultural heritage
  • Provide a platform through which cultural organizations, stakeholders, agencies, relevant public services etc. can guide and advise young people for future employment

The game creates  virtual environments (ex. an arts museum) that  recreate realistic situations (simulations). In this way, users (young students and youth with fewer opportunities) will learn to function in a safe context, but with rules, interactivity and feedback.

The scope is to attract more and more young people, unfamiliar with art and history engage and provide cultural content in a way that can lead to long lasting experiences and base the creation of the on-line game on five principles: intrinsic motivation, learning through intense enjoyment and fun, authenticity, self-reliance and autonomy, and experiential learning.

Young people will apply also their digital skills but also their skills to negotiate, communicate in an international cultural environment and eventually resolve conflicts. Given that a cultural organizations role is to broaden what happens in the classroom with unique experiences, the challenge is providing opportunities for choice, pathway creation, collaboration and European identity knowledge and awareness wherever the game will be played.

The on-line game will be an efficient training tool because it will incorporate elements: challenges, fantasy, easy achievement metrics (levels, ranking, score), as well as satisfaction by the achievement of goals. In total the whole gamified approach consists of 45 mini-games. You can view two examples below

You may view two examples of mini-games by clicking the buttons on the right

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