Basic ICT required.Read more
Basic computer proficiency courses are designed for individuals who have limited experience with technology. Participants will learn fundamental skills such as navigating the web, and using basic programs.
Targeted to Intermediate English (B1+) speakers.Read more
This is the standard requirement for most courses. Participants at this level can participate actively in discussions and manage everyday and professional situations. If they are unsure about their English level, they can test it here or explore our courses facilitated in Basic English.
Cross-Curricular.Read more
The listed audiences are those for whom the course is especially recommended, but courses are not exclusive to them and are open to everyone. In fact, most of our workshops are built around the collective sharing of participants’ experiences and having a variety of profiles enriches the learning process and is highly encouraged!
Description
Professionals in cultural heritage and tourism frequently need to use ICT and AI tools to create engaging content and activities for their audiences.
In this course, educators in the tourism and cultural heritage sectors will have the opportunity to update their professional and digital skills, while sharing their best practices and networking with colleagues from other countries.
The course brings together the old and the new, tradition and innovation, the analogical and the digital worlds. It is aimed at participants who wish to bridge traditional content knowledge with new technologies and innovative practices.
Participants will transform theoretical lessons into engaging experiences (for example, through gamification and game-based learning approaches).
The main goal is to build a customized toolkit and concrete examples, to engage their specific audience and to share with colleagues back in their schools and institutions, with a mix of indoor and outdoor activities, that can inspire change.
During the course, participants will explore a large variety of ICT and AI tools (such as Canva, Goosechase, Diffit, and Copilot) to create multimedia resources, collaborative activities, games, and assessment instruments.
At the same time, there will be space for discussion, sharing ideas, and networking.
Regardless of their previous knowledge about the digital world, by the end of the course, the participants will be able to use apps, software, websites, and AI assistants to design and implement new methods and materials.
What is included
Learning outcomes
The course will help participants to:
- Design indoor and outdoor activities supported by digital tools (e.g., Canva, Goosechase, Diffit, Copilot…);
- Create games and gamify learning and visitor experiences;
- Help students/audiences create their own digital and multimedia content;
- Critically evaluate ICT and AI tools, understanding their strengths and limitations;
- Reflect on how digital tools can be used to transform more “theoretical” lessons and content into engaging experiences.
Tentative schedule
Day 1 – Introduction to the course and setting goals
- Introduction to the course, the school, and the external week activities;
- Icebreaker activities;
- Presentations of the participants’ schools;
- Introduction to the SAMR model.
Day 2 – Interactivity, communication, and gamification
- Interactive boards and maps (Padlet, Google Maps);
- Introduction to online collaborative and gamification tools (Kahoot);
- Game-based learning vs gamification;
- Outdoor activity: museum visit.
Day 3 – Exploring AI tools
- Guided exploration and discussion of various AI assistants (e.g., Copilot, ChatGPT, Claude);
- Overview of AI potential across different subjects and roles;
- Outdoor activity: scavenger hunt (Goosechase).
Day 4 – Multimedia tools
- Image and video generation with AI (Canva, InVideo, Napkin);
- Multimedia creation: editing photos, audio, and videos;
- AI as a research tool and learning assistant for students.
Day 5 – Social media
- Like, comment, share – web applications and social media for educators and culture workers;
- Creating social media content, application and potential in the fields of education, tourism, and cultural heritage;
- Wrapping up: listing and evaluating digital tools and ready-made resources.
Day 6 – Course closure and cultural activities
- Course evaluation: round-up of acquired competences, feedback, and discussion;
- Awarding of the course Certificate of Attendance;
- Excursion and other external cultural activities.
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