The "Crowddreaming Digital Culture" project will upscale the good practice of the "Crowddreaming: Youth co-create Digital Culture" contest for Italian schools to European level.
The "Crowddreaming: Youth co-create Digital Culture" contest arose from the effort to search for an answer to the following question: "How can educators help young people to face the epochal challenge of passing on their predominantly digital culture?" The use of the "epochal" adjective is absolutely not out of place. Digital technologies are a very recent invention of our contemporary age. They are transforming every aspect of our world's society, culture and economy at an unprecedented speed. Such transformation has been undermining the analytical paradigm that dominated our society's culture for more than three centuries up to today.
So far, this exploratory research has generated four editions of the contest in Italy, and several updates of the "Art of Crowddreaming" operating method. The contest has been designed and managed by applying such method and it is inspired by the criteria of the stigmergic paradigm.
The elaboration of a transfer framework for the good practice of the "Crowddreaming: Youth co-create Digital Culture" contest cannot be separated from the knowledge of the stigmergic paradigm, of the "Art of Crowddreaming" operating method and of their first prototype applications in the various editions of thecontest itself.
Therefore, the purpose of this document is to describe:
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Crowddreaming Training needs analysis and transfer framework
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