September 08-09, 2022 in Singapore, Singapore
Οn 15 of October 2021 the representatives of the Erasmus partners visited the Mayor of Santa Cruz and presented the project , the goals and the impact to the local community. The representative explained that the international consortium composed of youth organisations, universities, schools and professionals experienced in Gamification and Cultural heritage, gathered in order to present and discus case studies and good practices from different countries. The final product will be the creation of a methodology and a game that will be spread among students and other professionals in each country and thus motivate students and young people to get engaged in cultural heritage more willingly.
Tenerife 11-15/October 2021-Agenda
1st Day Monday, October 11th
Reception from the Principal of the Spanish school
Presentation of the project (tasks, teams, intellectual outputs, communication, deadlines)
Presentations of the partners
Agenda of the week
Tour in the facilities of the school
Visit to Pyramids of Güímar
2nd Day Tuesday, October 12th
“The methodology frame of utilization of cultural heritage in education through the gamification strategy” (Democritus University)
Best Practices of Cultural Heritage & Gamification in school from each Country (IES El Sobradillo/Istituto Istruzione Superiore “P. Mazzone”/ Geniko Lykeio Iasmou).
National and European policies for Gamification in Education
Youth workers and Cultural Heritage, Formal and non-formal Education
3rd Day Wednesday, October 13th
The digital application-Presentation of the methodology.
Workshop-Digital Application for teachers and NGO’s (sample of template). Guidelines for the digital application (collection of material, implementation) (E drase)
Round table – Exchange experiences and knowledge of education systems in each country in relevance of gamification (Spain/Greece/Italy).
4th Day Thursday, October 14th
Visit Local authorities and the University of Tenerife/Mayor of Santa Cruz
Digital Skills in school
Best practices of NGO’s and Youth workers about Cultural Heritage and Gamification (MERAKI)
Develop an integration plan for students for the Gamification in everyday life in the school. Plan Multiplier Events (ICON)
5th Day Friday, October 15th
Assessment of the previous day with the CultGumEdu group and improvement proposals
Exchange of methodological proposals
Proposals for dissemination and sustainability