Fostering Collective Creativity for Social Innovation through Art-based virtual Gamification


EU-Programme: Erasmus+, KA2, Strategic Partnerships for Adult Education
Coordination: Coopérative pour le Développement de l’emploi dans les métiers du patrimoine (France)

Duration: March 2021 – February 2023



The recent COVID-19 crisis has just confirmed how important it is to improve the capacity of our societies to develop innovative solutions to overcome the current challenges. SOCIAL INNOVATIONS are new social practices that aim to meet social needs in a better way than the existing solutions, resulting from working conditions, education, community development or health. These ideas are created with the goal of extending and strengthening civil society. Fostering the creative capacity of the citizens is key to make it possible and the education systems in Europe, including Adult Education (AE), have a key role to play in it.

Creativity is not only a mental action of individuals but also a social process. COLLECTIVE CREATIVITY is in fact a necessary quality in any innovative process which requires cooperation between groups or individuals. Collective Creativity reflects a qualitative shift in the nature of the creative process, as the comprehension of a problematic situation and the generation of creative solutions draw from – and reframe – the past experiences of participants in ways that lead to new and valuable insights.

The aim of CollaborArt project is to address the identified needs and challenges by developing the competencies of AE teachers, TARGET USERS of the project, to foster Collective Creativity for Social Innovation of the adult learners, TARGET BENEFICIAIRES, through Art-based virtual Gamification.

Adult learners will be trained to identify real life problems and to provide solutions collectively in collaboration with stakeholders. They will learn how to apply collective creativity to codesign and implement social innovative solutions based on culture and arts, thanks to the creative skills acquired through virtual gamified scenarios.

Project Nº 2020-1-FR01-KA227-ADU-095520

This project has been funded with support from the European Commission. This publication 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.