

Get2Action Project
National Dissemination Event, July 21st, 2023 in Konya
The GET2ACTION project funded under the Erasmus+ (KA220-YOU - Cooperation partnerships in youth), aims to revolutionize the way young people interact with museums, cultural organizations, and their own creativity. There are 6 partners involving University, KMM as policy maker, NGO, and private companies with specific profile in training for the strategic partnership.
Project partnership are as below:
PROJECT COORDINATOR: Necmettin Erbakan University (NEU), TR
PROJECT PARTNER 2: Konya Metropolitan Municipality (KMM), TR
PROJECT PARTNER 3: ARTIFACTORY, GR
PROJECT PARTNER 4: Stichting for Education on Agility Liberating Structures (SEALS), NL
PROJECT PARTNER 5: DRAMBLYS, ES
PROJECT PARTNER 6: CITIZENS IN POWER, C.I.P, CYPRUS
GET2ACTION also aims to build a training programme and collaborative learning environment addressed to museum workers, youth workers, and young people, integrating an interactive map, the developed training programme (methodology and exercises), and collected local resources addressed to young people to foster and encourage their civic and cultural participation (working towards and introducing new forms of entertainment and leisure). The goals of the GET2ACTION project are to foster creativity and facilitate cultural engagement.
It is a 24 month project, and it will end on August 27, 2024.
A Project dissemination day has been organized on the 21st of July 2023 in Konya, Türkiye to promote the project activities to the youth in Konya by the collaboration of Konya Metropolitan Municipality and Necmettin Erbakan University with the participation of more than 40 youth. Dr. Kevser Çınar from Necmettin Erbakan University and Mr. Emre AVCI from Konya Metropolitan Municipality presented the project structure, aims, IOs and partners. They also talked about Erasmus+ project possibilities for youth and discussed youth involvement in terms of cultural participation and civic engagement.
The important keywords in the project are cultural participation and civic engagement. Cultural participation is defined as conscious receptive and creative activities through which people broaden their information and cultural education in relation to four different cultural domains: cultural heritage, performing arts, books and press, audiovisual media, and multimedia. Civic engagement is the process by which people become active together in addressing issues of public interest. Civic engagement is an important tool for promoting positive youth development. Several studies on student civic engagement have shown that it can promote experiences and behaviours that have a positive impact on young people's personal and social development, as well as on their future career goals and achievements. The potential of youth civic engagement to contribute to their personal development, promote their well-being and address injustices in society also encourages greater attention to civic engagement as a component of youth work and action. Youth citizenship cannot be taken for granted, as most of our institutions are designed to hold back youth empowerment. Adults must take the initiative to change institutions and mobilise and empower young people. This usually requires the training of adult leaders. The new emerging paradigms see young people as protagonists capable of making decisions and choices and, more importantly, as individuals actively involved in democratic processes and civic participation.
Digitalization, digital media tools, and the increasing use of digital technologies are changing the way people interact with culture and increasing accessibility and diversity of cultural participation. We also consider that online cultural participation as a multi-faceted concept incorporating various kinds of cultural participation that cover both consumption and production behavior. Crises like the pandemic, earthquake, economic seem to have been particularly beneficial to the growth of the digital cultural participation because of physical disabilities. In response to this situation, the digital has promised new consumer opportunities and new revenue streams, along with diversifying audiences and a wider consumer base. In this context, in the project we research cultural heritage in the context of crises, usage of digital cultural resources, the views about digital cultural heritage and digital transformation..
In terms of project we have two IOs.
The project delivers two (2) Intellectual Outputs, organizes study visit workshop focused on seamless integration of news products and services in heritage tourism is a key aspect for success and long-term impact. GET2ACTION aims to build the above mentioned training programme and collaborative learning environment addressed to museum workers, youth workers and young people, integrating an interactive map, the developed training programme (methodology and exercises) as well as collected local resources addressed to young people to foster and encourage their civic and cultural participation (working towards and introducing new forms of entertainment and leisure). GET2ACTION Creativity Lab will contain different tools to promote collaborative learning and include basic contents that will be updated and adapted by the users. Instruments for networking and on-line collaboration, access to a wider types of contents, links to other similar initiatives, rooms for innovation will be the base of the platform. In addition, a joint staff training will be organized in Greece, addressed to youth and museum workers, working in the field of civic and cultural participation promotion among young people. The training is aimed at providing tools and resources for the youth and museum workers to improve their professional and personal competences.
During the the training programme, the participants will be introduced with the updated BrickMe methodology. The Building Resilience Innovating Co-Creation Knowledge Methodology (BRICKME) implements a holistic approach in an intriguing way for all ages and embraces the following methodologies and techniques that will be introduced to the participants of the training mobility: Lego Serious Play, Journey Map, Johari Window, Hero ́s Journey, Design Thinking and Business Model You – that will not only provide with necessary tools to interact with young people and approach cultural organizations and museums, but also will improve their creativity, empathy and other personal skills. As a result, throughout the 4 day training programme, the participants will be equipped with necessary knowledge and tools to work with young people and cultural organizations to further strengthen synergies and future local initiatives in the field of youth participation and local heritage promotion.
This project has been funded with support from the European Commission. This website reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.