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CULT

Culture & Technology
code: 2024-1-IT02-KA220-HED-000249904


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THE PROJECT

 
The CULT project integrates technological and artistic-cultural knowledge by adopting a STEAM approach within European higher education institutions of a technical-technological nature. 

This initiative responds to the increasing pervasiveness of digital technologies in the valorisation and utilisation of cultural assets and aims to facilitate access for women with a humanities background to STEM study pathways. 


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“The great myth of our times

is that technology is communication” 

Libby Larsen - Composer of contemporary classical music 


a group of people standing around a display of video screens
The digitisation of career guidance, training, and placement processes, which has traditionally and habitually been reserved for conventional practices of analysis and development,
can and must, in the current context of the twin transition and significant global pressures, be supported by business intelligence technologies to reduce margins of error,
anticipate trends, and swiftly adapt Higher Education curricula to enhance the competitiveness of EU industrial contexts.
“Culture is the widening of the mind and of the spirit”

Jawaharlal Nehru

THE KEY OBJECTIVES
 

  • Elaborate the macro-design of the HE STEAM CURRICULUM
  • Activate operational synergies between academic poles and cultural organisations
  • Elaborate the HE STEAM CURRICULUM micro-design


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THE PARTNERSHIP

Learn more about the C.U.L.T. culture enablers!
We are 9 partners from 5 EU countries expression of international institutional, academic, training, consultancy and research networks.
people walking on gray concrete bridge during daytime
SPAIN

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gray building during day
FRANCE

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photography of brown ruin Colosseum during daytime
CROATIA

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a large stone structure with trees in the background
ALBANIA




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Colosseum arena photography
ITALY 

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RESULTS

“Technology is just a tool. In bringing people together and motivating them, culture is what makes the difference."

Satya Nadella, CEO of Microsoft


1 GAMIFIED SCENARIO

Which will allow to make choices influencing the course of the story

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1 TRANSNATIONAL MOBILITY

Involving EU lecturers on art-inspired coaching methods

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CURRICULUM HE STEAM

Hybridising Culture and Technology

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8 MICROLEARNING PILLS

Enabling selective, circumstantial, just-in-time, customised learning

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22

Teachers Trained


8

Microlearning Pills


1

Gamified Scenarios


60

Student Trained


1

Art-inspired Teaching Handbook


22

Actors: 11 In Presence And 11 Online


10

Teachers Involved In The Open Network


200

Stakeholders
Reached