English
<< Background >>The project was motivated by the challenges Europe faced after the COVID-19 pandemic, particularly the Russian invasion of Ukraine, which brought disinformation, fragmented public discourse, and weakened shared European values. To counter this, the project offers a peaceful counter narrative through a gamified application that explores cultural heritage and promotes understanding of European history. It aims to support peace education and global awareness, offering a constructive alternative to conflict-driven narratives. Additionally, it addresses the lack of digital tools in education by creating resources that align with curricula and help teachers improve their digital skills, as identified in surveys conducted in Slovakia, Italy, and Hungary. The key needs identified before the implementation of the project were:1. Low number of Curriculum-Aligned Digital Tools available for teachers.2. Not enough engaging Global and Peace Education teaching materials.3. Low level of Digital Skills Training and Systemic Support for digital transformation in schools in the project countries.<< Objectives >>The project's objectives were:O1: Support Digital Transformation: Provide schools with innovative digital tools to enhance teaching in cultural heritage, creative education, peace education, and global education.O2: Enhance Cultural and Peace Education: Increase the quality and reach of cultural heritage, creative, peace, and global education within elementary and high schools in the project countries.O3: Improve Teacher Skills: Enhance the skills and competencies of elementary and high school teachers to deliver high-quality cultural heritage, creative, peace, and global education.<< Implementation >>The activities of the project were implemented in 4 work packages:WP1 was focused on project management. The lead partner of this WP was Impact Games, which coordinated the international consortium of Enabler (SME from Hungary), CRHack Lab (NGO from Italy), IESA SAS (research institution from Slovakia) and Art Rebel 9 (SMe from Slovenia).WP2 was dedicated to developing a unique mobile game called Heritage Quest AR. Impact Games led the game development process co-led by Art Rebel 9. All the other partners supported the development with their education and cultural heritage expertise. All of the project partners organised hackathons for students.WP3 was dedicated to implementing workshops for students using the newly developed games and teacher training on how to use the game in class.WP4 was dedicated to implementing an awareness-raising campaign in support of the newly developed mobile game, especially on social media and via the Google Play platform.<< Results >>The project resulted in:--> One unique digital mobile game created,--> More than 11100 people have installed and played the game on their smartphones (including thousands of students),--> More than 185000 people were reached by the social media campaign in support of the game as well as the project campaign overall,--> More than 500 teachers participated in digital skill development training, and more than 3000 schools/teachers were reached by the information about the project and the game,--> More than 1230 elementary and high school students have participated in the Heritage Quest AR workshops,--> 33 schools and more than 200 students have participated in project HAckathons and created their own cultural heritage games,--> More than 200 people have registered to, and more than 120 have participated in the international online conference.And much more!
