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Arts & Communication                                                       Hack the art: Yanoulis Halepas



            level featured the hero in his old age, in Athens, where he   6.1.3. Online event
            spent the past 8 years of his life. The script was based on the   The competition was launched with a 1-day online event
            life of the great Greek sculptor, who managed to overcome   (December 18, 2022), prefaced by presentations of two
            societal and familial obstacles, surpass his mental illness,   university professors who made an introduction to the new
            and free himself from the ghosts of his past to pursue his   competition theme. Following this, the five awarded school
            passion for art. The application of GBL techniques ensures   teams from the previous competition took the digital floor
            high levels of motivation, boosts creativity and encourages   to present their projects and share their experiences and
            students to use their logic to complete tasks, manage their   skills gained. This  opportunity  allowed  professors  and
            time, and compartmentalize to achieve a common goal.  students to promote their digital projects and exchange
            j)  Digital storytelling scenario                  views, experiences, and expertise. They also offered
                                                               consultancy to newcomers and encouraged them to study
              Another category of the competition “Hack the Art:   the rich educational material uploaded on the Classroom
            Yanoulis Halepas” was the creation of digital narratives   platform, register, and take part in the new competition.
            (video or animated video up to 5 min) based on selected
            key stories related to the sculptor’s life and work.   Following these preliminary actions, the implementation
            Participants were briefed on the rules and steps for   stage commenced.
            creating digital stories and supplied with several storylines   6.2. The implementation stage
            originating from Halepa’s turbulent life to use as a source
            of inspiration. Digital storytelling leverages children’s   The implementation stage can be analyzed in two phases.
            imagination, encouraging them to express themselves   During the first phase, which lasted about 2.5  months,
            freely while activating their memory by combining   interested school groups (consisting of more than three
            knowledge and skills they obtained from other courses,   students and at least one leader professor) had to submit
            maximizing intersubjectivity. 34                   an idea or proposal describing the development of a
                                                               digital project using historical material and data from
              Children would study the stories, enrich them by adding   available online institutional or open-access repositories
            their findings, and make new connections derived from   in Greece and abroad. The interest in participation was
            Yanoulis’ life while interlocking their own unique experiences   significant, with 17 valid proposals and one non-valid
            in life. Through this process, students can develop their   proposal submitted, involving more than 200 students
            esthetic criteria, learn from their mistakes, reinforce their   and 60 professors. The participants came from Greek
            leadership skills, and exercise empathy during the intensive   schools in Athens, Thessaloniki, Corfu Island, Crete Island,
            collaboration and creative process. Guiding questions were   Giannitsa, Kastoria, Kalamata, Evros, and Karditsa. Five
            provided alongside the proposed storylines to support the   proposals were from private schools, and 13 were from
            children in articulating the rationale behind their chosen   public ones. Among them, one proposal came from a
            storyline, elucidating the specific means through which they   special gymnasium-lyceum, and one from a private school
            intend to convey it, tapping into their emotional reservoirs,   that participated out of the competition (non-valid) due to
            and embracing the challenge of reshaping their reality   late proposal submission.
            through the transformative lens of digital narration. 35,36
                                                                 Regarding the  categories  of  digital  works,  the
            6.1.2. The digital educational platform – Classroom  submissions were as follows:
                                                               (i)  VR = one proposal (out-–of-competition-late proposal
            All  the  supporting  material  created  was  organized  and   submission)
            posted on Classroom,  the open-access digital educational   (ii)  AR = one proposal
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            platform of the Onassis Foundation, to promote involvement   (iii) Digital storytelling = 12 proposals
            and visibility. This easy-to-use asynchronous educational   (iv)  3D video game = four proposals.
            repository encouraged interested school groups to engage
            in the student competition. This web tool was developed to   After an initial evaluation process by a predetermined
            adequately support each of the new competition’s required   evaluation committee, 17 proposals qualified to proceed to
            processes: general  information, registration, application   the next level to implement their digital project. The results
            submission, contact form, frequently asked questions,   of the first phase of the competition were posted on the
            announcements, new content additions, evaluation, and   Classroom platform.
            a digital projects gallery. All this useful content remained   During the second phase, which also lasted about
            on the platform after the competition ended and is freely   2.5  months,  the  school  teams  had  to  prepare  the
            available to all.                                  deliverables of their digital projects (executable files, source


            Volume 2 Issue 4 (2024)                         8                                doi: 10.36922/ac.2557
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