CoHERE Interactive e-book

Challenge: WHY the innovation has been developed? What problem is addressed and why has not been not solved before?

The WP5 CoHERE Interactive e-book is comprised of an Introduction discussing Europeanness and heritage, 4 thematic chapters, and 1 case study. The chapters were written by the CoHERE WP5 team members. The main aim is to provide a realistic of the EU’s financial and refugee crisis and discuss the significance in Europe’s identity crisis or rather the debates surrounding European identity and Europeanness.

Solution: WHAT the solution is about? HOW it goes beyond the state of the art?

CoHERE Interactive e-book and the "Europe in the museum" game were designed as a way of teaching about heritage while also raising questions about national/European heritage, as well as tangible/intangible heritage. This fit in very well with the philosophy of the eBook because we wanted to engage students in the process from the get-go. The end result is a detailed game on European and EU member states’ national heritage assets. We tried to include as many well-known and not widely-known heritages to show that the diversity in the EU is also present within the national frames. In turn, the objective of the game was to tie back to the written content of the e-book.

End-users and examples of uses: WHO will beneficiate/ is beneficiating from the solution? WHERE and HOW the solution has been adopted? How will impact people or end-users? Add as more as possible examples of market and society uptakes

Secondary school students and educators at the secondary education level.

Contacts:

Ayshe Teckmen (ayse.tecmen@bilgi.edu.tr)

Application sectors:

  • Cultural Tangible and intangible landscapes
  • Intercultural dialogue

Objectives:

  • Knowledge sharing and education

RRI Dimensions:

  • Public Engagement
  • Gender Equality
  • Open Access

Communities:

  • Heritage at risk

Administrator: