
Estonian National Museum
Estonian National Museum
3 Projects, page 1 of 1
Open Access Mandate for Publications and Research data assignment_turned_in Project2024 - 2027Partners:COOKIE BOX, COOKIE BOX, RAISING THE FLOOR, Estonian National Museum, MUSEO DEL TESSUTO DI PRATO +16 partnersCOOKIE BOX,COOKIE BOX,RAISING THE FLOOR,Estonian National Museum,MUSEO DEL TESSUTO DI PRATO,UNISYSTEMS LUXEMBOURG SARL,mediri GmbH,OPEN IMPACT SRL,UNISYSTEMS LUXEMBOURG SARL,KUL,MUSEO DEL TESSUTO DI PRATO,CENTRE FOR RESEARCH AND TECHNOLOGY HELLAS CERTH,CERTH,RAISING THE FLOOR,OPEN IMPACT SRL,MUSEOSPACE STICHTING,Estonian National Museum,MUSEOSPACE STICHTING,KEPA,mediri GmbH,KEPAFunder: European Commission Project Code: 101132449Overall Budget: 3,999,120 EURFunder Contribution: 3,999,120 EURIn European society, video games are important both as a cultural and commercial industry and as an important aspect of people's daily lives. When compared to other economic sectors, the EU's video game market exhibits a rapid growth rate and makes up one-third of the total market value. The overall aim of the i-Game project is to create an accessible open-source game development platform that will facilitate the co-creation of games by diverse actors within different ecosystems of cultural and creative sectors and industries (CCSI), to enhance innovation and to bring positive impact on social cohesion and sustainability. More specifically, i-Game aspires: 1) To engage video game stakeholders of different abilities, expertise, and disciplines, to contribute, learn, share and tap into new innovative and economic opportunities; 2) To provide a collaborative platform with the tools to co-create mobile and virtual reality games by engaging different users, from different backgrounds and sectors; 3) To develop an ethical-design culture in the video game industry; 4) To monitor, assess and manage the impact that the video games have on different sectors, especially targeting culture/museums, creative industries and fashion/textile; 5) To help understand why and how are online games positively impacting people, culture and society and help extract the ingredients necessary for developing a new generation of games targeted to improve people’s well-being. The i-Game partnership, composed by organisations with diversified backgrounds and expertise, reassures the interdisciplinary approach required to address the complex topic of the games’ impact on innovation, sustainability, social cohesion and economic growth. This multi-sectorial and inclusive cooperation shall stimulate an innovative and productive work and inspire cross-fertilisation across perspectives, disciplines and countries, under common European values.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Udruga za rad s mladima Breza, Culture Coventry, GRYD LTD, LEGACY WM, Lozan Mubadilleri Vakfi +11 partnersUdruga za rad s mladima Breza,Culture Coventry,GRYD LTD,LEGACY WM,Lozan Mubadilleri Vakfi,ASSOCIAZIONE GLOCAL FACTORY,GRYD LTD,UDRUGA ZA MLADE ALFA ALBONA,Lozan Mubadilleri Vakfi,Muzej Slavonije,ELDERBERRY AB,Estonian National Museum,Estonian National Museum,ASSOCIAZIONE GLOCAL FACTORY,Culture Coventry,Muzej SlavonijeFunder: European Commission Project Code: 2016-3-UK01-KA205-035162Funder Contribution: 278,942 EUR"Since the end of the Second World War, migration flows have increased in all EU Member States, either through immigration or emigration. Today migrants from third countries account for around 4% of the total EU population. Europe is confronted with an ageing population and a shrinking workforce leading to labour and skills shortages that will challenge economic growth prospects. Increased migration is seen by many economists as a positive factor to growth. Consequently countries that make best use of their migrant population have the best prospects to develop. The current situation concerning migrants, refugees and asylum seekers fleeing conflict from the Middle East and North Africa is part of an ongoing narrative. This narrative will seemingly continue and managing migration flows will continue to be a challenge for all EU society. Youth work has a key role in forming a society in which citizens have equal rights and opportunities with a view to ensuring social cohesion, inclusion, multicultural coexistence and economic development of the EU.The primary aim of Grandma's Story was to develop a comprehensive high-quality training material for Youth workers, extending and developing competences for working with young migrants in intercultural environments. The objective was to engage and include young people of migrant or refugee background in their local community by developing skills in interpretation, heritage and media; in a setting of migration, tolerance and diversity. The secondary objective was to extend and develop youth workers' competence for working in and with museums and galleries, heritage and community associations especially those within areas of larger ethnic minority populations; by developing an OER platform and other resources for the development of online exhibitions curated by young people and eLearning for youth workers which set the project in the digital era. Grandma’s Story brought together the experience of several organisations working with migrants and youth work from several parts of Europe.Documenting Patterns of Migration and Integration as a resource for training in Youth work, the project began by recognising and recording the stories of the “Grandmothers” - the older generation of women whose stories are seldom collected or retold. The stories upon which the project is based are found all over Europe. Young women left their homes and migrated to another country or region. Through hard work they established themselves and to varying degrees integrated into their new homeland. The project ""Grandma's Story - Engaging migrant youth in the local community"" produced: 1) 'Pop-Up Exhibition - Guidelines': A methodology for creating simple pop-up exhibitions. It empowers young people to collect the stories of older migrant women for educational exhibits in pop-up exhibitions in youth centres, libraries, museums. https://grandmas-story.eu/publications2) 'Migration Heritage Trails - Guidelines': A methodology for developing “Migration Heritage” trails in cities and towns for youth engagement in the community. https://grandmas-story.eu/publications3) 'Community empowerment and informal learning on migration issue - Guidelines': This e-Publication Guide is on community empowerment and participatory process on projects that impact on migration issues. It is aimed as at Civil Society Organisations, Youth Workers, Youth Educators working in Museums, Associations, Social Co-operatives, Schools, Public and Third Sector Organisations working with migrants to implement participatory process within communities. https://grandmas-story.eu/publications4) 'Engaging migrant youth - Training Curriculum': This publication consolidates the projects outcomes into a methodological description and practical ideas of implementing the material in training at various levels: national, regional and local. https://grandmas-story.eu/publications5) Stories: A rich media collection of stories of migrant grandmothers, including text, videos, maps and photos. https://grandmas-story.eu/home-en 6) Trainer Modules: A series of structured training Modules, Guides, and Tutorial Videos to implement the methodology. https://grandmas-story.eu/trainer-modules7) OER platform: The platform enables users to create, publish and share the stories using a story-builder tool. All other training material, elearning and publications are shared on the platform. https://grandmas-story.eu/ The aim was not specifically to look at why people left but to record the migrant women’s story of migration and integration. The stories told through the project include women coming from Kenya, India, Barbados, Bangladesh, Austria, Uganda, Ghana, Iran, Croatia, Hungary, Serbia, Turkey, Syria, Russia, and settling in the UK, Estonia, Italy, Croatia, Turkey and Sweden; all with their personal story to tell. The objective of the project was to develop this core information into a methodology that can be repeated in any EU country."
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Österbottens förbund - Pohjanmaan Liitto (Regional Council of Ostrobothnia), Österbottens förbund - Pohjanmaan Liitto (Regional Council of Ostrobothnia), THE NORDIC CENTRE OF HERITAGE LEARNING AND CREATIVITY, Audentese Koolide Sihtasutus, Kalmar Läns Museum +6 partnersÖsterbottens förbund - Pohjanmaan Liitto (Regional Council of Ostrobothnia),Österbottens förbund - Pohjanmaan Liitto (Regional Council of Ostrobothnia),THE NORDIC CENTRE OF HERITAGE LEARNING AND CREATIVITY,Audentese Koolide Sihtasutus,Kalmar Läns Museum,Stiftelsen Jamtli,THE NORDIC CENTRE OF HERITAGE LEARNING AND CREATIVITY,Estonian National Museum,Audentese Koolide Sihtasutus,Kalmar Läns Museum,Estonian National MuseumFunder: European Commission Project Code: 2020-1-SE01-KA227-SCH-092593Funder Contribution: 214,125 EURTime travel as a method takes the local history of a place as its starting point in order to discuss contemporary issues. Often arranged in the form of a role-play or dramatization of a historical event with a pre-written scenario which includes alternative endings, participants are invited to actively participate and thereafter reflect on contemporary issues. During Covid-19, museums that have worked for many years with time travel methods, roleplaying games and other pedagogical programs targeting school children, have started to consider whether the method can be packaged into a digital service or product. In this project, heritage institutions accustomed to time travel methods and roleplaying games will experimentally develop digital variants. The project also aims at using digital solutions in order to transform the usually exclusively local time travel into a transnational experience. The target groups are 1) school children partaking in the activities developed, 2) the teachers with which we collaborate in the development process, and 3) other museums and schools throughout Europe who can learn and be inspired by our partnership and its results. The core project group consists of six project partners from Sweden, Finland and Estonia, including museums, a heritage research and development centre, a children culture network, and a school. The project also has associate partners from Swedish and Finnish universities with expert knowledge in digital didactics and heritage learning. The development of the digital methods will be done in close co-operation with teachers and students in the respective countries. Our first objective is to explore existing digital platforms in order to see what advantages and disadvantages the different tools have for time travel methodology and other pedagogical programs at museums. We will examine what new opportunities arise with digital solutions and how they can take time travel or other educational programs at museums, to the next level. We are particularly interested in creating a transnational time travel event. This demands developing tailor made programs suitable for digital tools, as well as pilot testing and evaluating them in collaboration with schools. Our second objective is to reach an overview of the needs and experience level within the sector. In order to do so we will carry out a broad survey within the museum sector in the countries involved about the needs for digital solutions in pedagogical programs aimed at school children, focusing on what challenges have been identified and what innovative solutions are already in use. The answers to the survey will be complemented with qualitative interviews with a selection of key individuals. The report based on this survey will also be of use for other museums in Europe developing digital pedagogical tools.Our third objective is to develop a context-dependent handbook and toolkit which will lead to greater knowledge within the sector as to how to develop digital methods for pedagogical programs. It will also include best cases that can serve as an inspiration, and incorporate all the lessons learned within the project. The handbook will be spread online and we will also share our experiences in multiplier events in Sweden, Finland and Estonia. In summary, the expected results are new and advanced pedagogical programs incorporating digital tools including a transnational time travel, as well as knowledge production in the form of reports, a scientific publication and a handbook/toolkit for museum professionals and teachers. The expected impact to the target group of school children will be improved pedagogical programs using digital means to enhance the experience, which will stimulate co-creation and creativity among the participants. This will have a positive impact upon the children’s creativity, intercultural understanding and awareness of historical processes. The use of digital means will also increase the students’ digital competences. As digital means will make it easier for a broader segment of society to participate without traveling long distances, it will make such pedagogical programs available for schools far away from museums. The expected impacts for teachers are an increased capacity to carry out pedagogical and sustainable programs together with museums and/or other heritage organisations, and a larger awareness of the value of these programs for the school children. The expected impact for other museums and schools is that these kinds of pioneering pedagogical programs will serve as an inspiration when developing new activities. As a result, we will have produced advanced pedagogical programs that we will continue to use and develop, which will have a long-term impact upon how we use time travel, roleplaying and other pedagogical programs in the future. We also see this project as a possibility to deepen our cooperation in order to develop the time travel method in the future.
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