Creativity Crowd
Key Action 2: Cooperation for innovation and the exchange of good practices
Project number: 2020-1-BG01-KA227-ADU-095146
Project Summary
The Covid-19 pandemic has created new economic and social realities in European countries. Along with job losses, the closure of public facilities, and losing capital, the education, and cultural sectors have been severely affected and put in the background as a secondary function of European societies. The virus has paused the introduction of innovative practices in education and training, in facilitating the recognition and validation of knowledge, skills, and competencies gained through formal, non-formal, and informal learning.
The lack of digital skills among citizens and among the already digitally intensive sector of education, training, and creative industries was extremely serious – all participants in these processes had to be digitized as a matter of urgency. The vast share of online communication, and the great increase in the volume of.
Created and shared content, have exacerbated the need for better knowledge and understanding of software products that have obsessed our daily lives and work. Extreme political currents, mass demagoguery, and the use.
of fake news have created a tangible need for knowledge and training for full-fledged digital European citizenship.
In this context, it related the problems addressed by the project to:
• the need to strengthen all aspects of creativity in non-formal and formal education by improving the
development of skills and competencies;
• the need for measures to speed up the digital transformation and the use of digital means to adapt the way
creative products, goods, and events are created, managed, distributed, made available and consumed;
• the need to promote active citizenship and social inclusion through the arts, using digital tools.
Take your Digital Creativity Self-Assessment test by clicking here.
The main goal of the project is to address the key digital challenges posed by Covid-19 – digital transformation and intelligent use of digital tools in creative activities.
The specific objectives of the project are:
- Adapting a model of competence framework in digital creativity – defining levels of knowledge and skills from DigComp 2.1 (The European Digital Competence Framework for Citizens), which are related to the topic and validation of the gained skills of the persons included in training programs for digital skills. Introduction of a model for validation of the gained skills through an open digital badge for creative skills.
- Study the applicability of digital creativity in different sectors through case studies to illustrate the opportunities for social integration, sustainable business, and active citizenship, and to promote the use of creative and cultural products in general, in the current pandemic situation;
- Creating tools for ethics and purity of digital content in creative activities, promoting active citizenship, and the fight against fake news and diversity.
The key target groups are identified according to the levels of competence offered by the project and the specific knowledge/skills required for each of them:
- Young people and students who are among the most numerous and active creators of digital content;
- Representatives of small and medium enterprises (SMEs), which could optimize the management/production processes in their companies through digital creativity;
- Teachers, and facilitators engaged in training to promote creativity, culture, and cultural diversity.
The following results will be achieved within the project:
- Adapted model of competence framework in the field of digital creativity;
- Created a framework for self-assessment of digital creative competencies, based on the model – an online tool for self-assessment.
- Created a tool for validation of the acquired skills through an open digital creative badge for creative skills.
- Report from a study of the applicability of digital creativity in different sectors through case studies (3 pieces – one for each of the partner countries – Bulgaria, Italy, Germany).
- Toolbox – a toolkit for ethics and purity of digital content in creative activities. The tools will be compiled in the Open Digital Repository (ODR), in various formats (presentations, videos, publications), supporting active citizenship, the fight against fake news, digital diversity, and equality.
The partnership
Expert Pool, Applicant from Bulgaria
M2C INSTITUT FUR ANGEWANDTE MEDIENFORSCHUNG GMBH
(DE)
Eprojectconsult – Istituto Europeo di Formazione e Ricerca (IT)
As part of the IO3, EProjectConsult took part in the production of 3 interviews with 3 creative industries, in Italy, Germany and Bulgaria, who have turned to the digital in response to the Covid-19 pandemic.
We discussed with our partners how best to record an interview, and creating a document for tips on lighting, sound, composition, etc. Then, each organization recorded its interviews before transferring them to us for editing.
The interviews were arranged so that the same questions would be asked to these three individuals and see what each of them had to say, even though they all work in the creative industry their roles and experiences would be interestingly different.
Heiko Grein is a manager of a recording studio, who runs a musician promotion agency, and is the head of the music network Songs & Whispers in Bremen, Germany.
Alexander Dimitrov, the President of Association GLAS, and also the Chief editor of glaspress, an online media. Their association mainly deals with young people from Bosilegrad – a small almot 5000 citizen town.
Basilio Parmaliana is the marketing manager of Aqua consulting. He is responsible for managing the group’s communication and promoting its image in order to improve the brand awareness.