> For the complete documentation index, see [llms.txt](https://paolorusso.gitbook.io/the-art-of-crowddreaming-handbook/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://paolorusso.gitbook.io/the-art-of-crowddreaming-handbook/gr/a-good-practice/brief-history-of-the-challenge.md).

# Brief History of the Challenge

The first edition of the "Crowddreaming: i giovani co-creano cultura digitale" challenge was launched in December 2016 by the network for the [Digital Cultural Heritage Arts & Humanities School](http://diculther.it), which includes over 70 Italian organizations that deal with digital culture in various ways. The no-profit association [Stati Generali dell'Innovazione](https://statigeneralinnovazione.it) (aka *States General of Innovation*) has been the leading partner since the beginning.\
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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.\
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Over the past four editions, a total of over 300 schools and more than 4,500 students have been involved.\
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The first edition required students to create digital contributions on the meaning of being Italian in a globalized society.\
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The second edition required students to create digital content the ideal city, guided by knowledge and environmental sustainability.\
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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. &#x20;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.
