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HYBRID MOBILITY

HYBRID MOBILITY

Involving EU lecturers on art-inspired coaching methods

21–24 April 2026 • Universitat de València, Valencia

The hybrid mobility of the CUL.T. – Culture & Technology project took place from 21st to 24th April 2026 at the Faculty of Economics of the Universitat de València, involving teachers and trainers from the partner institutions in an international learning pathway dedicated to innovation in university STEAM teaching applied to culture, heritage and digital technologies.

The activity represented a central milestone of the CUL.T. project, aimed at in-vitro testing the Art-Inspired Teaching Handbook, one of the project’s main outputs, and at strengthening participants’ competences in the use of innovative, interdisciplinary and work-based pedagogical approaches. Through practical sessions, peer-exchange moments, microlearning activities and plenary forums, the mobility fostered the exchange of practices among universities, cultural organisations and technology partners, preparing the subsequent piloting phase of the HE STEAM Curriculum within the institutions involved.

Objectives of the mobility:

  • To test and refine the Art-Inspired Teaching Handbook, the methodological guide developed by the CUL.T. partnership to integrate art-inspired teaching, pedagogical coaching, work-based learning and the design of digital and game-based solutions for the valorisation of cultural heritage.
  • To strengthen the teaching competences of the participating teachers and trainers through the acquisition of innovative pedagogical approaches applicable to university-level STEAM courses, with particular focus on the hybridisation of culture, technology, creativity and digital innovation.
  • To promote the international exchange of training practices related to art-inspired teaching, work-based learning, inclusive STEAM education and the use of digital tools in university teaching.
  • To test the open educational resources developed by the project in support of the CUL.T. HE STEAM Curriculum.
  • To explore methodologies dedicated to immersive cultural communication, AI-supported audio creation, digital storytelling, GIS for cultural heritage, the design of immersive experiences and video game design for culture.
  • To consolidate cooperation among universities, cultural organisations and partners from the creative-digital sector, contributing to the creation of an international community of practice within CUL.T.
  • To prepare the piloting phase of the HE STEAM Curriculum, which will involve 60 female students from the partner institutions in interdisciplinary pathways oriented towards the design of digital, immersive and game-based solutions for the promotion of cultural assets.



Agenda of activities

During the four days of mobility, participants were involved in:

  • methodological sessions,
  • practical workshops,
  • Handbook review moments,
  • activities dedicated to the micro-pills, and 
  • discussion  forums. 

Click on the days to find out more!

  • Opening of the mobility at the Faculty of Economics of the Universitat de València, with institutional welcome, icebreaking, introduction to the activities and an initial discussion on STEAM profiles in the cultural sectors, thanks to contributions from creative and digital organisations such as Bombas Gens Digital Arts Centre, Artcast4D/Culturalink and Barret Transmedia Documentary Initiatives.


  • Presentation of the Art-Inspired Teaching Handbook and in-depth exploration of the Foundations of Immersive Cultural Communication, with a focus on spatial storytelling, user experience, inclusion and ethical representation, followed by a practical session and plenary discussion forum.


  • In-depth exploration of the training modules dedicated to AI-powered Music and Audio Creation, Digital Storytelling for Cultural Heritage and GIS for Cultural Heritage, with a focus on the use of digital tools and innovative methodologies for the valorisation, narration and management of cultural heritage.


  • Presentation and review of the sections of the Art-Inspired Teaching Handbook dedicated to Work-Based Learning, Organisational Analysis and the Final Project, followed by practical activities, participant surveys and a plenary forum.
  • Sessions dedicated to the design of immersive cultural experiences and the introduction to video game design, with a focus on prototyping, 3D navigation, game engines, professional roles and the development of digital solutions for cultural heritage.


  • Practical activities, presentation of examples of project work linked to the Handbook, participant surveys and a plenary discussion forum.
  • In-depth exploration of the connection between the tools tested during the mobility, the open educational resources developed by the project and the subsequent piloting phase of the HE STEAM Curriculum.


  • Session dedicated to Gender Equality and Inclusion in STEAM, with presentation and review of examples of project work linked to the Handbook, practical activities and final plenary forum with concluding evaluation.

MOBILITY GALLERY

Take a look at some of the most significant moments of the four-day mobility,

showcasing teamwork, knowledge exchange, practical activities and collaborative discussions among project partners.