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Asimina Lymperi

2016/17 Thebes

With a master’s in Heritage Management and a bachelor’s background in Social Anthropology, Asimina Lymperi’s focus is to merge these two fields in projects that could generate socio-cultural impact among cit- izens of provincial areas. Currently, she is interested in the use of digital means, such as location-based apps and creative gaming, and its application in experiential workshops, as a way of providing non-formal cultural education. Her projects aim to raise awareness among kids in her area about the local history and mythology of Thebes, through participatory workshops combining technology, history, imagination and creativity, in order to offer historical education in an interactive and con- structive way. Asimina aspires to make archaeology a truly public good, by familiarizing school students with local history and indirectly empowering them to become protectors and carriers of their own cultural heritage.

Project Progress Phase II Phase I

Phase II

Project implementation in Greece

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Duration

Dec - May

Project Title

Myths Lab

Myths Lab aims at raising awareness about history and mythology among youths of Thebes. The project makes use of experiential tours, architectural model making and creative video-gaming as tools of non-formal cultural education.

Myths Lab is a cultural initiative aiming to raise awareness about local history and mythology. It redefines the relationship of citizens living in Thebes, especially the young generation, with the past and the places that are a part of the city’s cultural identity.

The project relies on non-formal cultural education. Its focus lies on familiarizing elementary school students with the history and mythology of the place they live in. This is done via activities such as experiential tours, workshops of architectural model making and creative video-faming of Minecraft, which reconnect the mythological stories with the topography of the city and places of archaeological significance related to them. By building models of the mythological places after visiting them, the participants understand their inherent structure. The next step is a digital representation of the buildings in the video game with an over-voice of children telling the story of the respective buildings and how they relate to the myth.

The ultimate aim is the creation of a cultural trail following the traces of the myth.

Myths Lab
Myths Lab
Myths Lab
Myths Lab
Myths Lab

Phase I

Capacity building in Germany

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Duration

Sep - Nov

Project Title

Der Palast des Königs Cadmus

The project was a 1-day Minecraft Workshop in which kids aged 10 to 14 digitally reconstructed the ancient Mycenaean palace of King Cadmus in Thebes, based on information about its foundations found during excavations.

Part 1 of the workshop involved a presentation about the legendary King in which kids also got an insight into the topography of the city and the locations of historic events, including the remains of the palace; this was followed by a brainstorming on what kind of rooms a palace could have.

Part 2 was the building phase of the game, in which the kids were given only the perimeter of the palace in small-scale and had to decorate it as they like. In part 3, the last part of the workshop, the little architects presented what they had done to their parents and explained the logics behind their decoration of the palace.

Host Institution

Kulturzentrum Pavillon

The Bürgerinitiative Raschplatz e.V. (BI) is the provider of Pavillon: the oldest socio-cultural center in the city of Hannover and the largest in Lower-Saxony. As per agreement between the city and BI, the use of the building (where Pavillon has been since 1977) must have the realization of urban socio-culture as its aim. In 1979 the Pavillon together with other socio-cultural centers co-founded the German Association of Sociocultural Centers.

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Der Palast des Königs Cadmus
Der Palast des Königs Cadmus
Der Palast des Königs Cadmus