DICE – Digital Intersectional Creative Education Erasmus Project
General information for the DICE – Digital Intersectional Creative Education Erasmus Project
Project Title
DICE – Digital Intersectional Creative Education
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Partnerships for Creativity
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Youth (Participation, Youth Work, Youth Policy) ; Inclusion – equity; Creativity and culture
Project Summary
Context
In training and educational contexts it happens often that well intentioned people reinforce narratives that are oppressive for certain groups. This sometimes leads to tension and distancing where we would like to use those moments as an opportunity for critical self reflection and connection. Taxonomically speaking, knowledge is relatively easy to gain, skills can be obtained in a short time, but reflection on ethical values and attitudes need more time and effort. Reflection is vital in our work on human rights and inclusion so we need effective tools for that. Creativity and arts are a tool capable of such change.
In times where divisions between people are growing stronger and wider, and a need arises to deal with differences of values and beliefs in a way that is connecting instead of dividing. Reflective practices and critical thinking are needed to improve our practices and foster personal growth. Especially in times where COVID-19 has a huge impact on our daily life, time spent online is rising, with questions emerging about the effects of this on our (social) lifes and growing segregation. Digital environments call for and provide opportunities for innovative ways of implementing reflective practices and critical thinking.
This project aims at developing critical self-reflection on behaviours and attitudes, to be able to accept vulnerability and move beyond hostile, defensive and aggressive reaction patterns toward inclusive attitudes and open-minded behaviours.
Aim
More inclusive youth work and educational settings by promoting attitudinal and behavioural change that leads to a more equal and safe environment for all youth.
Objectives
Creating space for differences in experience and worldview, in constructive discussions that foster empathy;
opportunities for self-reflection and personal development.;foster critical thinking and open-mindedness in society;
improve the digital competences in youth work;
promote creativity and resilience in learning spaces;
use art as a way to express and reflect;
focus on our values and attitudes when dealing with competences.
Methods
We will use desk research to identify and analyse already existing games for the resources in the toolkit.
For the digital game we will use creative collaborative methods as well as interdisciplinary tools to create an integrative game. The creative process will be based on the structure of design thinking: content creation and programming, testing and developing, reflecting.
Creativity and (participatory) arts as a method of critical reflection beyond the theoretical realm.
Activities
3 transnational meetings with to the core team and technical support;
1 training event for participant from associated partners to test the products;
several local activities where the products will be implemented;
events for dissemination and visibility;
follow-up phase to assess the impact and continue dissemination.
Results
A digital game that will be disseminated alongside a toolkit with additional resources, background of the game, how to work with it, and implementation for work on diversity and inclusion. Both these outputs will be digitally available on already existing platforms, such as the websites of the project partners.
Impact
The impact of the project will be a start of a behavioural and attitudinal change. These kinds of changes are not reached overnight, though. So the primary impact will be an enhanced awareness amongst participants of their own learning opportunities regarding fragilities, power structures, and the like. They will gain insight in the ways in which to question one’s own reactions and will gain observational skills to be able to postpone reactions and thus change their own behavioural patterns.
Long-term benefits
Players of the game will have the tools to explore their own position in an intersectional working field long after the end of this project. They can revisit the game any time they want and work at further personal development.
The secondary impact will be that participants working with youth or in education will change their attitudes and behaviours over time, in a way that benefits the people they work with and creates a more inclusive context.
EU Grant (Eur)
Funding of the project from EU: 58920 Eur
Project Coordinator
STICHTING CAAT PROJECTS & Country: NL
Project Partners
- ADDART MKO
- BE INTERNATIONAL

