The Art of Crowddreaming
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  • 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

Brief History of the Challenge

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Last updated 5 years ago

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The first edition of the "Crowddreaming: i giovani co-creano cultura digitale" challenge was launched in December 2016 by the network for the , which includes over 70 Italian organizations that deal with digital culture in various ways. The no-profit association (aka States General of Innovation) has been the leading partner since the beginning. The event is open to all Italian schools of any degree and it has been promoted in collaboration with the Italian Ministry of Education, University and Research. Over the past four editions, a total of over 300 schools and more than 4,500 students have been involved. The first edition required students to create digital contributions on the meaning of being Italian in a globalized society. The second edition required students to create digital content the ideal city, guided by knowledge and environmental sustainability. In the third edition, the format was perfected, introducing three new features that were also maintained in the fourth edition of 2019:

  1. the "Piazza Europa" (aka Europa Square) topic, to stimulate reflection on Europe as a transcultural laboratory;

  2. the use of templates that allow students to directly create experiences in augmented reality, instead of simply conferring the contents;

  3. emphasis on teachers' co-operative effort.

Digital Cultural Heritage Arts & Humanities School
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