GAMIFICATION
Online breakout rooms as a non-formal education tool – project CO-ART
Any type of education nowadays is undergoing major changes, dealing with limited attention spans and the undeniable growth in importance of digital approaches. Nonetheless, the Pandemic showed us that prolonged and monotonous screen time is neither efficient, nor preferred. In project CO-ART, the partners from six countries have developed 24 unique online escape rooms to improve digital and entrepreneurial competences of people working in culture and creative sector (CCS), and a manual that describes creation and integration of such rooms within learning settings.
The full title of the CO-ART project translated from English is “Challenge-based Online tools to develop entrepreneurial and digital competences among young ARTpreneurs”. During two years, the international team discussed the most successful ways and forms for the development of such educational tools for strengthening the creative industries and raising the competences of aspiring and working ARTepreneurs in the shadows of the consequences of the pandemic. It resulted in 24 online breakout rooms, as well as a manual on how to create and integrate them into the learning process.
The project partners believe that young people working in the fields of creative industries and culture need such knowledge, skills and abilities that will allow them to fully evaluate the opportunities provided, think ethically and sustainably, know how to mobilize resources and work with finances, be able to deal with uncertainty and risks, know how to work in partnership with others, be able to collaborate in a digital environment and observe online etiquette, develop digital content independently and respect its copyright and licensing, data security and welfare principles. All of these competencies are being reinforced through activities of the CO-ART project.
ABOUT THE OUTCOMES
The concept of online breakout rooms is quite similar to the common form of entertainment – participants complete various tasks and challenges in order to get clues about the next tasks until they solve all the levels of the challenge and “break out” of the digital room. You can learn more about the concept in the prepared manual (available in six languages on project website)