SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci)
SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci)
4 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Učilište Centar izvrsnosti Splitsko-dalmatinske županije Ustanova za obrazovanje odraslih, Ibrahim Kozacioglu Ortaokulu, AGRUPAMENTO DE ESCOLAS DA MAIA, OGRES TEHNIKUMS, METIS GENCLIK VE SPOR KULUBU DERNEGI +2 partnersUčilište Centar izvrsnosti Splitsko-dalmatinske županije Ustanova za obrazovanje odraslih,Ibrahim Kozacioglu Ortaokulu,AGRUPAMENTO DE ESCOLAS DA MAIA,OGRES TEHNIKUMS,METIS GENCLIK VE SPOR KULUBU DERNEGI,SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci),ESQMFunder: European Commission Project Code: 2021-1-LV01-KA220-SCH-000027689Funder Contribution: 238,333 EUR"<< Background >>The project ""Innovative digital approaches in learning environment in European schools"" was set up to offer to the students and teachers involved a new way of understanding technology and how to use it in the classroom. Digital technology is of many children's lives, they are surrounded by technology in form of smartphones, tablets, internet apps, video games, video entertainment, websites and even robots. Young people need to realize that what happens when they use technology is not magic, and they also can create programs that can be useful.When students learn to use technology in the classroom and outside, they develop cognitive skills and methodological, problem solving process that resembles a computer. Coding promotes algorithmic thinking which students use especially with math and science. Algorithmic thinking is the ability to define clear steps to solve a problem or to do a task. It enables children to break down problems and think of solutions using step by step procedure.Using digital tools and coding statements usually contain math expressions that need to be solved for programme to move forward. In other words, ""learning"" technology contributes to academic success of students in STEAM disciplines. Students who start learning using internet tools and coding make progress with math and science without even realizing it, and they also do it by having fun which makes the process of learning more attractive to them. Coding also improves imagination and intuitive thinking. Students learning to code will begin to anticipate errors that may arise when they input their solution in to a computer, and they will try to handle them.Recent students can easily adapt to technology and have high self-esteem, analytical thinking skills, know what they want and are open to innovation and creativity. We need to use new and innovative education methods and techniques. Modern and interactive digital tools and Web, 3D and media technology helps us at this point, helps the teachers to create a more appropriate education environment for students by providing them with an opportunity to design their own learning materials and to enrich their own curriculum.The Covid-19 pandemic spread rapidly worldwide, turning our lives upside down, having already claimed thousands of lives, and bearing disastrous consequences at an economic and social level looming on the horizon. Despite having affected fewer people than other outbreaks and with a mortality rate lower than previous Ebola virus, this pandemic has claimed our freedom of movement and has stalled all the human activity that we were accustomed to. Now over a billion of the world’s population are psychologically crippled and kept in the confinement of their homes.The project intends to analyze all the causes, short-term and long term consequences of the outbreak, in an attempt to answer a basic question – How digitalization will help our teachers in the teaching process after Covid-19?The project will stimulate new and effective ways of learning and teaching with digital media through exchange of good practice and improving a ToolKit by supporting synergies.Also, this project is going to support teachers in Europe to teach effectively and activate their students when it comes to communicative skills, creativity and critical thinking – basically preconditions for studying and working in Europe. At the same time students will become more competent in the digital field.The benefit of introducing digital learning material is not only the sheer number of available products but even more the lack of a valuation model that is not so much focused on the aims of the material but on the underlying learning model. The need to focus on the learning model arises from the consideration that educational goals nowadays are much more competence-oriented. Teachers should first be concerned about becoming good teachers in order to consider using digital tools to enhance learning process.<< Objectives >>With this project we aim to reduce the absences of our students' school by increasing their interest in school subjects connected with IT and STEM disciplines. We will provide students with better learning of subjects by using Web, 3D, media and other digital tools in the project so that we will contribute to achieving the EU goals.Integrating the digital tools such as Coding, Web, 3D and media technology in the educational environment create more active and engaging classroom environment where students have more positive attitude towards each other, collaborative study, effective learning, analytical thinking, individual learning, student responsibility etc. Students learn literacy in technology and become motivated and volunteered for their lessons, because of the work for the focused product.The teachers will integrate product-focused assessment and not a standardized assessment by gathering more information in a shorter time, making assessments faster and using time more efficiently.OBJECTIVES:- improve 4 schools’ curriculum in field of teaching digital skills among students and raising teachers’ skills through exchanging methodologies & good practices.- sharing digital OERs, 3D technology practices, digital and coding tools integrated in education, national strategies, teachers' methods and best practices for 4 partner schools, 2 NGOs and teacher training institution - use students’ interest in new technologies to transform them into useful skills for highly educational purposes by presenting them opportunities given by digital competences- improve students’ educational results in various subjects through access to 21st century skills and competences provided by coding workshops, new applications and digital tools.- raising knowledge of 5 cultures during 2-year cooperation.- European diversity and tolerance, cooperation and exchange of good practices.<< Implementation >>We are planning to organize 4 learning activities for students, 2 teacher training activities and 3 TPMs. Every month will be organized virtual project meetings. The LTTAs will provide us the opportunity to meet and share our research and work in view of the elaboration of intellectual outputs. The virtual transnational project meetings will provide the opportunity for management teams to discuss, evaluate and adjust the management and implementation activities in accordance with the needs and problems identified.The project activities will bear positive effects on all the involved participants, on all project organizations as a whole and other categories of target groups and beneficiaries that we have established as our priority.C1 - Teacher training: SCIENTIA NOVA: Innovative teaching/learning approach integrating Block-based coding with Micro:bit, interactive OERs and e-learningC2 - LTTA for students : AECCB: Web tools for foreign language learningC3 - Teacher training: SDZ: Creating digital environments for teaching potentially gifted children and youthC4 - LTTA for students: ESRG: Real-world applications of sensors, robots and drones for educational purposes. Interactive approach with AppInventorC5 - LTTA for students: OGRES TEHNIKUMS: 3D Design and Modelling C6 - LTTA for students: Ibrahim Kozacioglu Ortaokulu: Building A Sensor For Distance Learning Through Arduino SetParticipants will develop personally and professionally - they become more self confident, more inter-culturally aware, improve their communication, cooperation and team work skills, level of English, improve their digital skills. They improve understanding of the effects that the pandemic has had on different communities and how the measures taken by the governments have had positive or negative impacts on the population.The organizations extend their European dimension, become more visible in the local communities and get actively involved in the problems caused by the virus on our local environment; they develop their resources and strengthen the collaboration between NGOs-schools-authorities in such a way as to provide better solutions for the local problems. They also increase the number of volunteers (NGOs).PARTICIPANTS:Students at age of 14-19 and teachers from 4 schools (LV, TR, PT and AZ(PT)), educators and learners from Public institution ""CENTER OF EXCELLENCE OF SPLIT-DALMATIA COUNTY"" as an ADULT EDUCATION INSTITUTION for education of adults, especially teachers SDZ (HR), educators and learners from 2 NGOs: SCIENTIA NOVA - Center for development of education, culture and youth (MKD) and METİS GENÇLİK (TR).<< Results >>RESULTS:Tangible results:-Innovative methodologies - introducing new methods and innovations into various subjects;-Platform (Toolkit) with selection of Web, 3D, media and other digital tools and applications to be used by students and teachers to learn, present results of their work, asses etc.;-Integrated performance- and product-focused assessments as non-standardized learning assessment;-multiplier events;-Facebook project page;-collaborative digital networks on Facebook, Whatsapp, eTwinning Space, Skipe and other virtual media;-digital and face-to-face presentations of the topics defined for each physical or virtual activity of the project;-logo competition;-agendas, briefings and minutes of international project meetings;-online forms for evaluating each activity and reporting data processing;-e-book;-exhibition;-public presentations of the project and invitation to participate, creation of digital products for these presentations and their dissemination..Non-tangible results:-inclusion of students with special needs, improving social and intercultural competences to avoid any kind of violence, discrimination, and bullying;-network of schools cooperating together, sharing pedagogical experience and good practices.IMPACT:-improved skills and competences will make better school results and enhance chances to a better education and future career;-improvement of students' problem solving skills: they will be able to analyze errors when they attempt to solve a problem;-learnt how to make the educational environment more attractive and enjoyable by integrating media, coding & web tools-teachers equipped with improved skills and competences to make better school results and enhance chances to a better students’ material acquisitions’ assessment in the educational process;-introduced new innovative performance- and product-focused assessment for improvement of teachers’ teaching methods integrated in various subjects;-learnt how to make the educational environment more attractive and enjoyable by integrating media& web tool;-supporting teachers in adopting collaborative and innovative practices-implementation of innovative practices in the field of digitalization-helping learning teachers to acquire digital skills and learning methods-supporting teachers’ professional development through interchange of good practice-creating new and scaling up existing platforms for teachers’ communities of practice to establish collaborative peer-based teaching practices across the EU-network of schools cooperating together, shared pedagogical experience and good practices."
more_vert assignment_turned_in ProjectPartners:Primary School of Antiparos, Szkola Podstawowa nr 1 w Zielonej Gorze, SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci), Colegiul National Mihai Eminescu, Adatepe OrtaokuluPrimary School of Antiparos,Szkola Podstawowa nr 1 w Zielonej Gorze,SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci),Colegiul National Mihai Eminescu,Adatepe OrtaokuluFunder: European Commission Project Code: 2021-1-RO01-KA220-SCH-000024067Funder Contribution: 141,218 EUR<< Background >>The context: The main components of our project are literature and technology through which we would like to achieve creating more sophisticated teaching- learning atmospheres for the sake of boosting the success in lessons and with the help of the mobility topics based on our objectivites contribute to the personal developments of the participants. The objectivies are stated according to the main concepts that should be well understood to be able to become conscious citizens such as indulgence towards diversities, the awareness of the Children's Rights and the importance of protecting the environment.Background: As teachers, we observed the needs and the requirements of the pupils to be more successful and selfconfident. With taking these into consideration we feel the urge to include the students in a project where they can experience more exciting teaching techniques and communication with their foreign peers. Thus we decided to apply for Erasmus+ to enrich our eTwinning project.The participants:1) Students are aged between 11- 16 chosen considering their tendency towards literature, skills at using the language and ICT tools effiently, eager to cooperate with foreign partners and the last but not the least their economic obstacles. The pupils will take active roles during the implemention period and after the project.2) Teachers will form a Erasmus+ project team in each school with the contact persons listed in the form as the responsible person of the team. Each teacher in the team will have specific duty listed in the related part of the form. The teachers in the mobility will be reponsible for taking care of the students. The pupils will stay with their own teachers during the mobilities. The teachers who aren't involved in mobilities will also support the activities in their schools and will benefit from the project activities as the Erasmus+ project team will share the details and the things they learn during our project with their colleagues.3) The headmasters and the deputy managers will attend to the activities which will be carried out during the mobility to their schools.4) Parents: Parents will be given detailed information at the beginning of the project and they will be kept updated about the new developments. Teacher- parent cooperation will effect the project results possitively.5) Other school stuff: They will help the participants to have a pleasant atmosphere in terms of supplying the materials, cleaning etc.6) Other teachers and students: The participants of out eTwinning project benefit from the activities, too. Also each school will have presentations aboutour experiences during the project so the other schools in their local area will take an advantage<< Objectives >>Our main objectivies:- creating an exciting teaching environment with combining the technology and the literature- demonstrating the right ways to use the Internet as a source of knowledge- motivating the students to read and write more to be more successful in all subjects- advancing skills in using ICT tools and linguistics.- exchanging good practices and learning teaching methods and techniques from each other- raising the awareness of important concepts such as the tolerance through diversities, Children's rights and protectingthe nature<< Implementation >>Most of our activities are student- based because we want them to develop their skills in using ICT tools and linguistics so the main aim is to give them active roles and responsibility of their own learning process. We will also use techniques based on technology such as Flipped Classrooms or literature based activities such as writing workshops to support the imaginative way of thinking. The teachers will give directions at the beginning of the activities and guide them. We will apply traditional methods such as Direct Instruction Method or Question- answer sections to give informations about the certain issues such as the types of illnesses caused by pollution.<< Results >>Concrete results: project website, Unity rooms in each school, 2022 and 2023 calendars with our activity photos, eTwinning project, literary snapwords wall, e-books, e-magazines, videos (with subtitles or dubbings) Youtube channel (mobility v-logs), project blogLong-term benefits: advancing skills at using technology in the classrooms, finding new ways to encourage studentsabout the literary works, creating more exciting and students based teaching atmospheres at our schools, avoiding the worries about communicating in a second language, developing the speaking- writing skills of the students, supporting the concept of being global citizen, making Strategic European Partnerships more wide-spread in our local areas, supporting the personal developments of the participants thanks to the mobility topics chosen about the important concepts.
more_vert assignment_turned_in ProjectPartners:Nordic Horizon Institute AB, Centro Studi Metiva Academy per lo sviluppo della cultura imprenditoriale e digitale in Italia e estero, SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci), ESPACIO ROJO, SU Sveti sveti Kiril i Metodii +2 partnersNordic Horizon Institute AB,Centro Studi Metiva Academy per lo sviluppo della cultura imprenditoriale e digitale in Italia e estero,SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci),ESPACIO ROJO,SU Sveti sveti Kiril i Metodii,APS PICSAT ABRUZZO,Intermezzo UngdomsorganisasjonFunder: European Commission Project Code: 2020-1-IT02-KA227-SCH-094967Funder Contribution: 179,310 EUR"For the ""The Witness' Eye"" proposal, we start from the analysis of a critical context, such as that of the current Covid-19 pandemic, and the answers that each country has given to live with this context.In the field of education, requirements have emerged linked to the digital skills of primary and secondary school learners and to the skills and tools in their possession to capture and maintain the attention of students, especially during the DAD.In addition, important and fundamental categories for a country, such as those of the entire Art and Culture sector, and of an entire important tertiary sector linked to creativity and interconnected with education, have been practically forgotten.The MAIN OBJECTIVES of our project therefore want to combine the need of cultural operators and artists, with the need for teachers and educators, to stimulate the attention of students in this critical context, both in the teaching ""in presence"" and ""remotely"".Teachers and educators will be direct beneficiaries of 9 audiovisual teaching modules that will serve them to develop creative paths of theater, music, dance and painting in support of education, suggesting activities that support both DAD and teaching ""in presence"" in the times of Covid.The TARGET GROUPS that we will address from a design point of view will be:Target Direct Group (primary and secondary school teachers/educators)Indirect Target Group (students 8-14 years)OrganizationsStakeholders (Territorial School Offices, Cultural Associations, Publishers and Publishing Houses, digital and on-demand TV channels, Amazon Prime, Netflix, Rai, Rai Play)The cooperation partner countries ITALY, SPAIN, MACEDONIA, BULGARIA, SWEDEN AND NORWAY, have organizations engaged in the field of education and want to provide accessible tools to any teacher anywhere in the world, at any time.These measures will strengthen the digital skills and creative mediation skills of ""in-person"" and ""remotely"" teaching in teachers, in order to improve their students' educational performance as a result.Each LTT activity will be resumed, recorded, and mounted to form a themed Teaching Module, in the language of the country in which it takes place and translated and/or subtitled in English.Activities will include:C1 Digitization and Teachers METIVA (EN)C2 Mediation of Methodologies and Contents METIVA (EN)C3 Narration Theater METIVA (EN)C4 Creative Writing METIVA (EN)C5 Music for Educational SCIENTIA NOVA (MK)C6 Media Literacy and Arts ESPACIO ROJO (ES)C7 Music and Folk Dance SUKM (BG)C8 Dance Theatre NORDIC HORIZON (SE)C9 Young People and Creative Education INTERLUDE UNGDOMS (NO)Together with the PICSAT ABRUZZO crew, composed of 3 technicians, the participants in the activities are:-1 teacher/educator (+18 years) of primary or secondary school-1 cultural operator/artist (+18 years) for each partner country.-10 young people/students from 8 to 14 years of age for each partner country.-1 project manager (+18 years) for each partner country (total 6)Of these participants only 6 project managers + 3 of the PICSAT ABRUZZO crew will participate in mobility.In addition to the 9 themed Teaching Modules, the following will be realized:-1 Documentary, about 50 minutes, in English, on the possibilities and techniques for creative teaching mediation both ""in presence"" and ""remotely"".-1 Miniseries in 12 episodes, subtitled in English, lasting 30' episode, with a narrative cut of a pedagogical character.All these elements constitute the intellectual output O1.The innovative aspect of our intellectual output is above all in the language ""in the first person"" through which it communicates, both in the Educational Modules and in the Documentary and miniseries, through, precisely, ""The Eye of the Witness – The Witness' Eye"". It is a language that communicates not through caption notions but through Emotional Learning, an emphatic process, based on Emotional Intelligence, on recognizing and recognizing one another. The sharing of personal experiences and experiences reveals a sense of belonging.The opening of emotional communication channels to mediate teaching makes it much more effective and penetrating.Expected IMPACT:-better the school results of the students-greater gratification of teachers in carrying out their profession.-number of teachers who will see the Educational Modules and Documentaries-number of teachers who will use the methodology in their profession-number of requests received from educational institutions to carry out activities in schools in ""mixed mode"" or ""remotely""-number of views of the YouTube channel ""The Witness' Eye"" and the project blog."
more_vert assignment_turned_in ProjectPartners:TORBALIANADOLULISESI, AGRUPAMENTO DE ESCOLAS DE BARCELOS, SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci), Colegiul Tehnic Petru Poni Roman, IES Javier García Téllez +2 partnersTORBALIANADOLULISESI,AGRUPAMENTO DE ESCOLAS DE BARCELOS,SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci),Colegiul Tehnic Petru Poni Roman,IES Javier García Téllez,Srednja skola Bol,ASSOCIAÇÃO TERRAS LUSAS-MOVIMENTOS EUROPEUSFunder: European Commission Project Code: 2021-1-ES01-KA220-SCH-000032557Funder Contribution: 160,210 EUR"<< Background >>Today's fast digitalization of the world and especially COVID-19 Epidemic process has brought out ""Digital Games Treasury and Library"" (DiGiTaL) project. Distance learning including digital education has supplanted the face-to-face learning. Teaching profiles of educators have been changing fast.They should be trained, supported and keep up with digital education. Thus, we conducted a simple questionnaire to the teachers of partner schools and defined their needs in distance/flipped/blended/virtual learning classrooms. Lack of digital abilities, not having enough knowledge of web 2.0 technologies, need of digital resources and difficulty of taking attraction of pupils to the online courses are the major problems they face with according to the results of the questionnaire. Thats why, we will arrange educations and workshops to develop their digital abilities and ensure digital transformation in education especially to contribute to distance learning process. We will produce substantial project results such as digital games and digital course contents in some common courses taught around Europe. As our partners have similar distance learning problems and needs in this COVID-19 period and this Digital Era, we would like to carry out this project transnationally and produce results that educators and students of all European countries can easily use, adopt and transfer to their own classrooms or learning processes.<< Objectives >>Ensuring digital transformation and adding an attribution to the education that was largely affected by Covid-19 Epidemic is our main goal. We aim to change innovative practices in distance education with our partners to support our distance learning processes. We will improve our teachers' ICT abilities that are necessary for the digital education. We would like to support teachers'/ educators' teaching profiles in digital education. We aim to introduce them with web 2 tools to give opportunities them to prepare their own digital course contents. At the same time we will prepare some useful and enjoyable digital course materials that all the teachers and students in Europe can use during in flipped, virtual or blended learning in real classrooms or during individual online study. In this sense, we aim to focus on designing digital educational games as useful and enjoyable course materials to practice some common courses taught in Europe such as English Language, Maths, Natural Sciences, Philosophy and Art because we would like our course materials to be able to be used in wider environment, especially around Europe. We aim to produce a digital game library as a course material that has an open/free website site as an Open Educational Resource (OER). In this project, there will be both vocational schools having an experience in ICT, web 2 tools and gamification and general schools not having knowledge of these digital issues and also there will be NGOs having an experience in ICT, web 2 tools, gamification, graphic design and making animations etc. Thus, vocational school partners and NGOs will be leaders for general school partners in technical issues and achieve the project together. Achieving this project, we first of all want to support all teachers of the partner schools and then reach the other educators, teachers, students, schools, local/ national/ European educational associations and wider public related to education.<< Implementation >>Project activities we plan to implement are as follows;1.Preparation: We plan to accomplish language preparation, researches, making strategic plan/ work plan/ risk plan and definition of tasks/responsibilities/duties, defining project teams, selecting a communication strategy, doing selection of participants and involving stakeholders as preparation activities. Planning and achieving these activities at the beginning of the project will ensure the smooth running of the project and arouse less problems during the project time. 2.Learning Teaching Training: We will achieve our LTT activities below in order to support teachers/ educators' teaching skills, contribute to digital course contents, digital course materials and they are also the necessary educations and workshops hold to have the needed skills to be able to produce a substantial project result-Digital Games Library. Besides, they are necessary educations to accomplish for the digital transformation in education. 1.""Web 2.0 tools in Education"".Teachers of the partner schools will gain basic knowledge of web 2.0 tools used in digital education and introduce with the major web 2 tools of digital classrooms. This Learning Teaching Activity will ensure us to achieve the objectives of the project such as strengthening teachers' skills in new technologies, ICT skills, web 2 tools used in digital education. 2.""Gamification Implementations"". Participants will improve their knowledge of gamification and will be able to produce simple digital games for their classrooms. Thanks to the workshop, they will make their own digital classrooms more enjoyable and contribute to their own distance/ flipped/ virtual education processes. They will be role models for the other colleagues around them and lead others out of the partnership to understand the needs of new digital Era and produce their own educational games.3.""Digital Content Development"".Teachers will take an education about the digital course contents and assessment & evaluation in order to create engaging and interactive multimedia content and presentations and to learn how to digitally assess students' knowledge.This Activity will contribute to one of the most important result of the project -producing Digital Games Library. The teachers will contribute to the project objectives by developing teachers' strengths and preparing the course contents that will be used in the digital games. 3.Dissemination: In order to raise the visibility of the project and share all the project activities, results and outcomes with the target audience, we will carry out various dissemination activities in or beyond our partnership. These will be local seminars, multiplier events, school events, Erasmus+ days events, preparing posters and bulletin boards, meetings, designing project logo, sharing results/outputs in local/national/international media or platforms, designing a project website and activating social media accounts.Methodologies used in the project activities is cooperative working, innovative learning, collaborative working, e-learning, blended learning, learning through experience, and hands-on training approach.<< Results >>Results and outputs we expect to have as follows;We are planning to ensure digital transformation in education. We will develop teachers' skills of ICT, web 2 technologies and gamification. We will contribute to digital classrooms/ distance, virtual, blended, flipped learning processes.We aim developing teachers' teaching profiles. We plan to make a collaboration about innovative practices in education. We will produce digital contents. We are planning to arrange local seminars. We aim to produce 10 Digital Educational games in the courses of English Language, Maths, Natural Sciences, Philosophy and Art. We will produce an open/free access Digital Games Library Website (OER) as a substantial project result. We will organize national and international Multiplier events to promote the Digital Games Library. We will design a Project logo and poster to use during the project events and activities. We will activate Social (such as Facebook, Instagram, Twitter) and International accounts (such as e-twinning, School Education Gateway, Erasmus+ results Platform), and share project activities and results on these platforms. We aim to activate a project web-site which includes every knowledge, audio-visual materials, activities, events and results of the project. We plan preparing bulletin boards in partner associations and other local possible associations. Expected impact:Participants will gain and actualize knowledge of ICT and new Technologies, have experience in digital education, use web 2 tools effectively, have experience of digital classrooms, learn from colleagues in Europe, be able to prepare digital course contents, have knowledge of gamification, develop their teaching profiles, and improve foreign language skills. At local/national/European level, the project will enlighten target groups about using web 2 tools and gamification in education, ensure them to use the open/free Digital Games Library website and create a motivation to develop teaching profiles of teachers.Long term benefits will be a sustainable free/open access to substantial project result (OER)-Digital Games Library; motivation and enthusiasm created to use web 2 tools and gamification in digital classes; and developed course contents and materials."
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