"The context of this project is linked to the fact that today's societies demand that individuals deal with the complexity of many areas of their lives. What do these demands imply for the key competencies that individuals need toacquire? Defining such competencies can improve assessments of how well adults are prepared for life's challenges. The European Commission (2007, 2016) specifies the key competences of the citizen of the 21st century: communication in mother tongue and some foreign language; mathematical,scientific and technological competence; digital competence; learning to learn, problem solving and creativity; civic and social competence; initiative, innovation and entrepreneurship;cultural awareness, social inclusion and critical thinking.More recent is UNESCO's proposal (2016) on ""education for world citizenship"" in which ""the use of information technologies and the media to bring together localities and students, teachers and technicians"" plays a fundamental role.Originally, creative competence was associated exclusively with studies of art and humanities, to be later extended to other disciplines of character more technical, maker and closely related to digital competence. In this sense the DIGCOM framework establishes the creative use of technology for problem solving or ISTE sets a standard for creativity and innovation based on digital competence. And there is also an interrelationship between creativity and collaborative work driven by the use of ICT or digital competence in general.Objectives1) To develop an effective collaborative teaching strategy that results in collaborative learning in adults educational contexts.2) To provide adult learners with an interactive itinerary or guide of training contents that allows them to check and improve their personal, key, digital and professional competences.3) Promotion of creatitivy based on development of digital Creative training contents to reach and help adult learners, to improve their competences, motitave for learning and encouraging lifelong learning.Target groups to be addressedAdult students in secondary education level, between 18 and 25 years old coming from school dropouts and at risk of social exclusion due to immigration or dysfunctional families. Inthis group at European level there are almost no gender differences, although the number of men is higher.Objectives will be reached through development of following Intellectual Outputs:IO1: Defining training path contents and guidance for adults learnersIO2: Development of creative-collaborative training contentsMain expected outputs from above IOs are on one hand the development of an Interactive web app software to access training path contents and guidance and in the other hand a set of digital creative training contents classified in five topics: -making videoclips for mobile and social networks, - making app mockups (mobile, tablets and PC) -making videogames (mobile, tablets and PC) - making webcomics - InteractiveReadingAs a representative outcome is the student motivation for learning based on creativity and a collaborative strategy for teaching and learning driven the promotion of personal learning based on selection of training paths, and self-monitoring the learning since it can guide an adult learner to set permanently new goals/objectives.Aim of the five partners of consortium of this project is that this training path contents and guidance along a creativity-collaborative strategy will fit appropriately into the needs of these low skilled target group, motivate them for learning, discover the importance of lifelong learning in order to diminish the distance to their social inclusion and their entrance in higher education levels and better job circumstances. In long term this action is needed to meet the economic challenges it faces today and respond to the demand for new skills and sustained productivity in an increasingly digitalized world economy."
