AIM
The scope of the AR4Youth project centralises on training young people in conceiving, designing, and implementing an AR project for digitising and augmenting books, guides, or manuals. Acknowledging, in addition, the necessity of preserving our cultural heritage which constitutes the basis of our values, beliefs and aspirations, and responding to the SDG 11.4 to “strengthen efforts to protect and safeguard the world’s cultural and natural heritage”, the project will use as case studies Greek, Lithuanian and Estonian fairy tales, myths and legends which will be transformed into digitally AR texts and preserved in the project’s Cultural Digital Library.
GENERAL DESCRIPTION
Acknowledging the global need to preserve our cultural heritage aptly documented in the New Agenda for Culture (EC 2018), the scope of the AR4Youth project centralises at training young people in conceiving, designing and implementing an AR project for digitising and augmenting books, guides or manuals by using as case studies Greek, Lithuanian and Estonian fairy tales, myths and legends.
MAIN ACTIVITIES
– Selection of Fairy Tales, Myths, and Legends for the Development of Training Materials for Augmented Reality (AR).
– Development of the AR Facilitator
– Testing the AR Facilitator by digitising and enhancing cultural heritage fairy tales, myths, and legends;
– Creation of the AR4Youth Impact Evaluation Kit, which will be used by young people and youth workers to evaluate the knowledge and skills gained through the use of the AR Facilitator in order to receive the project’s Certificate.
– Training Activity in Lithuania to equip youth workers and trainers with the knowledge and skills necessary for effectively delivering AR4Youth training to young people and young NEETs.
TARGET GROUPS
- – Young People
- – NEETs
PROJECT PARTNERS
- Active Youth (Lithuania)
- RISC (Cyprus)
- Mouseio Paramythioy Ltd (Cyprus)
- Atermon (Netherlands), AKNOW (Greece)
- Eesti People to People (Estonia)