CONTEXT
The development of technology and online learning has transformed not only the way information is transmitted but also the teaching-learning processes. This project focuses on the relationship amongst the arts, creativity, and education in the digital age.
The arts and creativity are socio-cultural constructions and reflect the societal context. Accordingly, nowadays, the arts and creativity can be useful for developing social innovation processes.
OBJECTIVES
This project aims at creating a Strategic Partnership to realize an educational pack where the arts, creativity, and digital technology interact to enhance Digital Social Innovation (DSI).
Partners will exploit their expertise and experience in the multiple dimensions of creativity to define an educational pack to train social educators and teaching staff to develop initiatives in the DSI scope.
According to the DSI Final Report research project funded by the European Commission, DSI is defined as: “A type of social and collaborative innovation in which innovators, users, and communities collaborate using digital technologies to co-create knowledge and solutions for a wide range of social needs and at a scale and speed that was unimaginable before the rise of the Internet” (Bria et al., 2015, p. 9)
ADDRESSED NEEDS
Over the last two years, DSI has grown significantly while DSI projects and initiatives have multiplied, catching the attention of policymakers, governments, and civil society organizations alike (Stokes, Baeck, & Baker, 2017).
The DSI4 Europe report has indicated DSI as a means to contrast the lack of employment opportunities (Sirovátka & Spies, 2017) whilst creativity is one of the top three skills workers will need in near future according to the report of the World Economic Forum (2016). With the break of new products, new technologies, and new ways of working, workers are going to have to become more creative in order to benefit from these changes.
For this purpose, Partners will consider the following four primary layers:
1. The role of educational computing in arts education classes;
2. The use of the arts to improve educational processes;
3. Technology as a means for stimulating/supporting creativity;
4. The arts and creativity as key factors of success in DSI.
We will also focus on issues such as:
• Why some individuals seem more creative than others?
• What are the factors underlying artistic creativity?
• Can arts-based initiatives within the workplace meet the complexity and turbulence of the new business age?
We will tackle open questions concerning:
• Digital technology and collaborative creation in interactive forms of arts;
• Gig artists;
• Organizational creativity in innovation;
• Democratization of creativity
• Decentralized models of cultural production.
TARGET GROUPS
The primary target groups are social educators and teaching staff.
The secondary target groups are:
• People who are interested in DSI
• Social enterprises who are interested in DSI and aim at improving their current services
• Social Services who are interested in modernizing their services
OUTCOMES
The CreArt project will realize an educational pack that includes:
• A training module for social educators and teaching staff to train them in the use of creativity and arts in DSI.
• Laboratories in which learners will apply the acquired knowledge remotely.
• A virtual community where social educators/teaching staff can find educational materials as well as collect and share their experiences.
• An educational multimedia book on creativity and the arts in DSI.
The training module and laboratories will be held in a virtual classroom. Social educators and teaching staff will be provided with digital skills and competence to learn and collaborate remotely.