R.E.W.I.N.D. WOMEN progresses towards national LARP events and final project outputs

Index

Work Progress

Aveiro, Portugal – June 2026

Since the publication of our previous update, the RE.W.I.N.D. WOMEN project has entered a new phase, bringing participants closer to the implementation of the Educational Live Action Role Play (EDU-LARP) experiences that lie at the heart of the project.

Following the completion of the character development phase, young participants from Portugal, Italy, Greece and Luxembourg took part in a series of online artistic workshops, coordinated by Skill Hub, where they transformed their reflections and experiences into creative communication tools. Through these sessions, participants produced posters and a graphic novel inspired by the project’s core themes: gender equality, the representation of women in sport, and the impact of gender stereotypes on contemporary society. These artistic outputs will become part of the project’s dissemination activities and will be showcased during the final public events.

A major milestone was reached during the second international mobility, held in Thessaloniki, Greece, where participants from all partner organisations came together for the LARP Pilot Test. For the first time, they had the opportunity to embody the characters they had been developing over the previous months, putting the project’s storyline, relationships and educational methodology into practice.

The pilot provided an immersive environment where participants could experience how individual decisions, social dynamics and different perspectives shaped the unfolding narrative. Beyond testing the game itself, the experience encouraged critical reflection on gender stereotypes, equality and the underrepresentation of women in sport, while also providing valuable feedback to refine the methodology before its national implementation.

The mobility also included an online storytelling workshop, focusing on how participants could communicate and interpret the experiences generated throughout the project, as well as a collective debriefing session, where young people and facilitators reflected on the emotions, challenges and learning outcomes emerging from the pilot experience. The insights gathered during these activities will contribute to the final educational resources and help strengthen the project’s impact.

What's Next?

The project is now entering its final implementation phase. On 21 September 2026, DCTR will facilitate an online co-creation workshop dedicated to the development of the project’s methodological e-book. During this session, participants and partners will collaboratively organise the knowledge, methodologies and experiences collected throughout the project while also giving young people the opportunity to learn how an educational e-book is created from concept to publication.

Sobre os Parceiros

  • L’Isola che c’è ONLUS (Itália) – Líder do projeto, especialista em educação para jovens e metodologias de aprendizagem gamificada.
  • KEHSIA asbl (Luxemburgo) – Responsável pela comunicação, monitorização e investigação, com foco em ciência cidadã e igualdade de género.
  • PYLON ONE (Grécia) – Promove a capacitação juvenil através da educação e inovação digital.
  • DCTR – Associação Cultural (Portugal) – Conduz a direção cultural, narrativa e artística do projeto, com enfoque em storytelling, arte e transformação social.
  • Skill Hub (Itália) – Dinamiza a componente artística e colabora na disseminação nacional de boas práticas criativas.

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