Project

Digital Media & Art impact on Adult Social Inclusion – GO DigiART

Digital Media & Art are an integral part of adult education and learning. But adult education still has to deal with the accusation of not reacting adequately to current existing challenges connected to Digital Media. What role does Digital Media play for adult education? What societal task does adult education have in connection with Digital Media? Given the extensive presence of Digital Media within all areas of life and the long history of the examination of technical support of learning, the legitimate question seems to be whether or not there is still a need for a fundamental exploration of the relation between Digital Media and adult education. GO DigiART delves into the current status of Digital Media & Art for teaching and learning and retraces the discussion on Digital Media within the field of adult education. Taking into account that current opportunities to exploit the dissemination and the power that media applications hold for developing the key qualifications and competences of marginalized groups are quite a lot, our project is looking to foster new educational interventions.

Our partnership for Creativity has engaged 6 organizations and enterprises in the fields of Lifelong Learning, Adult Education, Innovation, Culture & Arts, Entrepreneurship & Employability, together with a Grass root Social Enterprise in the field of Media and has organized a vast, in-depth European adult project aiming to address the 2nd priority of the KA2 Erasmus+ Call, launched in light of the exceptional circumstances presented by COVID-19 pandemic, whose objective is to enhance Creativity in the field of Adult Education. GO DigiART, in total line with the EU policy in the field of Adult Learning, is stimulating European awareness and empowering young adults of current and future generations, regardless of social and cultural background, to be successful innovators in their local environment though the engagement with Digital media & Art, with special reference to Social Media.

GO DigiART’s main aim is to enhance skills development & competences of marginalized adults, that reinforce creativity, thus contributing to their engagement in new educational environments and settings of Digital Media & Art. As the COVID-19 crisis has hit the cultural and creative sectors particularly hard, some latent social tensions have explored along with exclusion. Educators have in their hands a great variety of all-encompassing educational environments and tools that are user friendly and can be accessed by all, independent from their digital literacy, which are as well attractive and engaging for marginalized groups. However, there is a deficiency when it comes to adequate in – service coaching for them because of a poor investment of means and resources.

Having in mind that the classic institutional model of education is nowadays surrounded with new innovative educational methodologies and processes, GO DigiART will organize the following digital IOs, addressing the needs of distancing given the backdrop of the COVID-19 pandemic crisis, using non-formal educational methods:

IO1.In-service Coaching & Methodological Guide

IO2.Embedded-teaching & Research-based Learning Basic Skills Resources

IO3.Digital Education Platform

IO4.Scientific Report

We aim to involve 150 young adults in the margins of society and adult & community educators and reach at least 1500 per year after the project is created. The project will engage a variety of local stakeholders in all project stages to increase their understanding on the challenges faced and thus boost their motivation to participate in similar initiatives.

Objectives:

  • identify the importance of Digital Media
  • equip young adults with the necessary tools & competences needed to come up with creative, innovative aspects of Digital Media in their everyday lives
  • acquire creative skills for their engagement in new educational environments
  • provide opportunities for disadvantaged young adults to understand Digital Media as a driving force of local and personal development
  • fight back social exclusion

Results:

  • accessibility on Digital Media knowledge
  • new educational settings engagement
  • continuing professional development of adults
  • improvement of creative, digital and communication skills on Digital Media education learning
  • raise awareness on Digital Media importance among adults of different origins
  • make them advocates of Digital Media education in their local communities

Impact:

  • social cohesion, peace in the community and cooperation in the workplace
  • establishment of EU partnerships
  • expand involved bodies’ networks
  • participation of young adults with fewer opportunities in international projects

Long-term effects:

  • educational innovation achievement
  • COVID-19 effects on creative sector reduction
  • peaceful coexistence in the participating regions
  • digital agenda provision through which other cities all over the world can set up processes of moving against social exclusion.