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Classics Through Digital Leisure-Learning

Sector: Education • Location: Malta, Poland, Netherlands

Source: EU Funding & Tenders Portal

Project
Ongoing

Keeping Classical Literature alive through digital games in education is a great way to encourage teenagers’ interest in this topic and reawaken its traditions. It places them in an advantageous position to expand on the knowledge acquired and broaden their career opportunities within the cultural and creative industries. Project Citadel will address the gap by the creation of a digitised game thr

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The project “Classics Through Digital Leisure-Learning” is an infrastructure initiative in the Education sector, located in Malta, Poland, Netherlands. Taiyo aggregates data on it from EU Funding & Tenders Portal.

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ongoing

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Description

Description

Keeping Classical Literature alive through digital games in education is a great way to encourage teenagers’ interest in this topic and reawaken its traditions. It places them in an advantageous position to expand on the knowledge acquired and broaden their career opportunities within the cultural and creative industries. Project Citadel will address the gap by the creation of a digitised game through an app for mobile phones that will not only be more cognitively interactive but also more gender-inclusive. It will be available in five languages and will simultaneously educate various participants from a literary, historical, creative, cultural, environmental, and economic perspective. Young students will attend introductory lectures on the classics in general and workshops on the creation of video games. They will also have the opportunity to contribute their own ideas towards the development of the game making it more entertaining, educational, gender-inclusive, eco-friendly and anti-war. The three universities involved are higher education institutions, all well-equipped with departments that already deliver study units to students opting for an education in classics, archaeology and history. There are currently no projects that revive ancient classical literature within an interdisciplinary context and with the scope of expanding employment possibilities for those who opt to study in this area. The project will promote and distribute the digital game amongst middle and secondary schools in Malta, Poland and The Netherlands. This novel mobile app will be presented during the final dissemination event in Malta and a YouTube clip will be circulated on social media to promote and educate people interested in ancient culture and its manifestation in digital games. The project audience will be around a thousand at a minimum and up to 10,000 people, especially through national education and social media channels.

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High

Data quality score

100%

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