The Art of Crowddreaming
EN
EN
  • Crowddreaming
  • The Stigmergic Paradigm
    • The First Crisis of the Analytical Paradigm
    • The Digital Challenges and the Second Crisis of the Analytical Paradigm
      • The Digital Representation of Reality
      • The Conceptual Challenge of Space
      • The Conceptual Challenge of Time
      • The Conceptual Challenge of Speed
  • A Working Hypothesis for a new Paradigm
  • The Stigmergic Paradigm and the "Digital Monument" conceptual framework
  • Building a Digital Monument
    • The Art of Crowddreaming
      • From the Big Dilemma to the Intent
      • From the Intent to the Story
      • From the Story to the Production
      • Production Examples
  • Overlaying Digital and Objectual Dimension
    • Spatial Computing and the Virtual Continuum
    • Why to use Augmented Reality for a Digital Monument
    • Why not to use Augmented Reality for a Digital Monument
  • Tutorial
    • From Insight to Intent
    • From Intent to Story
    • From Story to Production
  • A Good Practice
    • The Crowddreaming Challenge
    • Brief History of the Challenge
    • The Challenge as a Crowddreaming Effort
    • Keys to Success
    • Risk Factors
    • A Transfer Model
      • The Public Call
      • Addressing training Needs
      • Content Development
      • Evaluation
      • Deployment of Europa Square
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  1. A Good Practice
  2. A Transfer Model

Content Development

This stage of the competition does not present activities that require a particular adaptation to a single participating country. The following recommendations apply to all partners.

  1. To involve all teachers in the project chat immediately and to animate the discussion daily. This activity was the key to the success of the competition.

  2. To use the project chat to align teachers on a correct common vision of the concept of European transculturality, making use of both the "success story" (see 3.2) and concrete examples.

  3. To provide timely assistance for answering technical questions on using the augmented reality platform.

  4. To identify local stakeholders available to facilitate the development of content by students, possibly including activities in compatible projects to allow teachers to optimize the time devoted to special projects and extra-curricular activities.

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Last updated 5 years ago

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