Ελληνικά
"<< Background >>We applied for this cooperation project together with our project partners because we wanted to give young people from somewhat remote areas in Spain and Germany the opportunity to gain important experience together in creative work at the interface of the analogue and digital worlds. Even though the so-called ""digital natives"" learn and master the use of digital devices and platforms from an early age, they are often at the mercy of algorithms and providers without reflection. The boundaries between the analogue and digital worlds are not always clear to them. Within the framework of the project, we wanted to make these two worlds visible and tangible and open up a different approach to the supposedly ""old"" analogue world for the young participants. In addition, we wanted to provide a concrete example of game-based learning and its advantages, but also its limitations. And finally, the opportunity for transnational cooperation was a completely new personal experience for many young people.<< Objectives >>Our aim was to achieve tangible results and experiences for both the participating organisations and the young people taking part. With regard to the young people, our goal was primarily to show and test the possibilities and limits of the digital world in connection with the ""old"" analogue world, which continues to play an important role in their lives. In addition, they - just like the accompanying teachers - were to test and learn the productive use of digital tools.In addition, we wanted to make international contacts possible for the young people who live outside the metropolises and make cross-border cooperation tangible. << Implementation >>We started our work in the project with a kick-off meeting in which we got to know each other better and agreed in detail on the goals and processes in the project. This meeting was originally planned for January 2022 in Schwerin, but could only be held virtually at that time due to current pandemic-related restrictions. In March 2022, we held a workshop to train the staff involved in the project in Santander, where theoretical and practical basics were taught. We then started future lab #1, in which the young people involved developed games that linked analogue and digital elements. In July 2022, a virtual project meeting was held to evaluate the experiences made in the project up to that point and to plan future labs #2. These began in September 2022 and included the sequential creation of a video contribution by both groups. Finally, the project partners met in Santander in early November for the final project meeting. In December, we then held multiplier events in Stralsund and Santander to present the project results.<< Results >>Our project has produced a number of direct and indirect results. The game DISCOVER CANTABRIA was created in Santander as part of future lab #1. In Stralsund, the game HADES - Children of Olymp was developed. Both combine analogue elements (playing cards or board) with digital content that is linked via QR codes.In future lab #2, the two youth groups jointly produced a video that works creatively with current digital media in the form of non-verbal storytelling.In addition, we have achieved a number of indirect results. For example, the project has improved the creative and collaborative skills of the participating youth and young adults and has led them to work together with their peers in another country."
