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EACEA National Policies Platform: Youthwiki
Norway

Norway

8. Creativity and Culture

8.7 Fostering the creative use of new technologies

On this page
  1. New technologies in support of creativity and innovation
  2. Facilitating access to culture through new technologies

New technologies in support of creativity and innovation

The Governement’s Digitization strategy for basic education 2017–2021 [Digitaliseringstrategi for grunnopplæringen 2017–2021] aims to make new technologies readily available to empower young people's leaning and creativity, including capacity for innovation. The main goals of the strategy are:

  • Pupils should have digital skills that enable them to experience life's challenges and succeed in further education, work and community participation.

  • ICT should be well utilized in the organization and implementation of training to increase pupils' learning outcomes.

Norway Makers is a non-governmental organization that aims to create spaces and initiatives that foster creation and innovation in the intersection between art, technology, and science. Norway Makers further arranges festivals and conferences throughout the country to promote its work. The organization also directs its efforts towards policy initiatives in the field of culture, science and innovation. The initiative is not a youth programme per se but offers its outlets in environments were youth and young professionals are spending a large bulk of their time, such as schools, libraries, and institutions of higher education.

Facilitating access to culture through new technologies

 

Arts for Young Audiences Norway[Kulturtanken] ran the project Communication and new technology (FoNT) between 2018 and 2020. The project goals were:

  • to use technology in a new way in communication in the Cultural Schoolbag [Den Kulturelle Skolesekken] programme
  • to strengthen the competence in the use of digital technology in dissemination to children and young people
  • to make visible and increase knowledge of technological possibilities in dissemination in in the Cultural Schoolbag [Den Kulturelle Skolesekken] programme
  • to establish cooperation between different actors and competence environments

The project explored how different technologies affect children and young people's encounters with art and culture. Experiments with dissemination models that utilize virtual reality (VR), augmented reality (AR) technologies, video calls (telepresence), and apps were launched.

The final evaluation report concluded that the project has been important in terms of competence development and sharing related to digital dissemination and provided an opportunity to investigate how new practices with digital technologies affect the dissemination of art and culture. Arts for Young Audiences Norway[Kulturtanken] was encouraged to continue the development work initiated through the project.