www.digital-harmony.eu Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Project Number: 101195789 — ERASMUS-EDU-2024-POL-EXP-DIGITAL III. Unit Descriptions & Activities 1. Introductory Activity: The Power of Intentional Design (15 min) ● Description: Setting the stage by distinguishing project design as a pedagogical act rather than an administrative one. ● Activity: "Pause and Reflect" Prompt. The facilitator introduces the three dimensions of IGL: Pedagogical, Social/Emotional, and Practical. ● Interactive Element: Participants share one assumption they hold about how older adults or students view technology and discuss how that assumption might influence project design. 2. Main Activity 1: Expectation Mapping (15 min) ● Description: Understanding the motivations and fears of both generations before the project begins. ● Activity: Using a digital board or physical posters, participants simulate an "Expectation Mapping" exercise. ● Task: Identify three common hopes and three common worries for both students and older adults regarding digital collaboration. 3. Main Activity 2: The Co-Creation Workshop (20 min) ● Description: Moving from top-down planning to shared ownership. ● Activity: Idea Generation and SMART Goal Drafting. * Interactive Element: In small groups, participants use the "Clustering" technique to group project ideas (e.g., local history, photography) and draft two SMART goals that are Specific, Measurable, Achievable, Relevant, and Time-bound. 4. Main Activity 3: The Operational Blueprint & Risk Registry (20 min) ● Description: Developing a structured sequence while anticipating barriers. ● Activity: Minimum Viable Project (MVP) Design. * Self-based/Small Group: Participants draft a short project brief including timeline, required resources, and a "Risk and Contingency" table for technical glitches or accessibility issues. 5. Main Activity 4: The Impact Toolbox (15 min) ● Description: Selecting the right tools to capture growth in skills and wellbeing. ● Activity: Tool Selection Matrix. * Interactive Element: Participants are given a "Data Collection Matrix" and must choose which tools (e.g., Emoji exit cards, Participant Journals, or Rubrics) are
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