Digital Cultural Designer
▶Summary
Background The primary goal identified to apply for this project was to raise awareness on digital cultural activities which will enhance the development of digital skills and competencies and to increase young people's participation in educational - social-cultural life and to foster capacity building of the target groups on successful actions. Young people are the predominant users of social media today, and since 2020 marks the beginning of the new digital era; there is an utmost need to raise youth digital awareness and develop their skills in IT and other technological contexts, increasing their knowledge and active participation in DCD Project activities and their societies in general. The prime agenda of the European Union for 2020-2021 is Youth Entrepreneurship and Digitalization; hence, young people are envisaged as entrepreneurs and digital leaders. The project aimed to acquaint young adults with the open data concept, enabling them to learn and experiment with it according to their needs. Young adults can easily experiment through interactive video series, animated clips, and expert interviews if the open data topic is made understandable to them, and an increasing number of young people might try to cross the open data bridge. Objectives O1.To make national groups of experts in the LOD management for cultural activities, involving young people in order to improve and develop their digital skills concerning IT skills and data management. The expert groups will be trained through pilot courses that will test and explore open data experiments O2.To explore museum activities, libraries and archives or other pilot projects for empowering youth in management of cultural experiences also implemented through LOD, with the set-up of thematic cultural digital skills and tools. The activities will involve groups of young people, invited to set up specific digital and cultural competencies. O3. Implementation and open data organization processes and the development of cultural awareness in different sectors. O4.Improving usability and attractiveness of virtual cultural experiences between virtual and physical experience, involving user groups in testing phases. Particular attention will be given to the involvement of schools, art academies that will proactively participate in the design and implementation of users' activities (in particular those addressing educational and training activities). Implementation The key activities implemented during the life span of the project are: • The development of 2 intellectual outputs which involved research and content development, design, piloting and revisions, and translations. • Dissemination activities, including the development of a website and social media channels, promotional materials including 11 articles, press releases, email campaigns, and multiplier events in all partner countries. • Evaluation activities, including evaluation of the project and partnership, meetings, and outputs (internal and external; the project was evaluated against a set of indicators, both internally among the partners and externally with members of the target group. The project outcomes and processes were evaluated using questionnaires developed by the evaluation lead, Eurospeak. • Evaluation plans and reports • Two online TPM and two face-to-face TPMs, as well as 6 online meetings • Project management and financial monitoring activities to ensure a smooth implementation of the project Achievements • IO1: Handbook for Digital Cultural Youth Awareness • IO2: Digital Cultural Youth Curriculum • Management materials: management plan, 9 agendas and 9 minutes of meetings, • Dissemination materials: Dissemination plan 1 Project website, translated in partner languages 4 e-newsletters 2 press releases, translated in partner languages 11 Articles, translated 2 Leaflets, translated in partner languages 3 social media accounts 4 dissemination reports branded materials logo • Evaluation materials: Questionnaires for partners, stakeholders, target groups, and experts 2 quality reports from each IO, external and internal 2 reports on the overall project processes • Sustainability plan