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AISR

Country: Ireland
11 Projects, page 1 of 3
  • Funder: European Commission Project Code: 2022-1-DK01-KA210-SCH-000084461
    Funder Contribution: 60,000 EUR

    "<< Objectives >>Our main objective is to develop new educational tools and approaches on sustainable food supply in fishing sector for school education on climate action. Long-term we want to increase knowledge in young generations (in Denmark and Ireland) about sustainable food, healthy cooking, the fishing industry, pelagic fish as a future protein source and European collaboration. Our approach is creative, hands-on, SDG-focused and scientifically based learning with elements of outdoor education.<< Implementation >>We are going to do three steps of activities: 1) Online LTT workshops about sustainable nutrition from AISR (Ireland) to Danish school teachers and students. 2) A project week about sustainability (especially food) for the Danish schools. 3) A mini food festival about fish as a future protein source, sustainable food supply and ""green"" initiatives in the fishing industry. The knowledge and new tools that the schools gain from the project should become part of their future curriculum.<< Results >>We expect to provide Danish teachers with new tools, knowledge and methods that make it meaningful and accessible to include sustainability, SDG and green skills on their regular curriculum. We expect these new tools to be practiced and implemented well enough during our activities that the teachers will keep using them for years to come. Also, we expect the project to create young change agents who are passionate about the environment, oceans, and sustainable food supply for the future."

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  • Funder: European Commission Project Code: 2021-2-TR01-KA210-ADU-000050028
    Funder Contribution: 60,000 EUR

    << Objectives >>The aim of this project is to use educational technology in training given to adult learners. Today, when we say technology, internet-based information technology comes to mind. Due to the recent coronavirus epidemic, information technologies have gained more importance. In addition, it has become important for learners to learn by themselves. Because learners now have to learn alone and use distance education technology. The main effect of this project is to help spread distance education prog.<< Implementation >>The distance education programs used in each country and institution are different. The impact of these programs on students is also different. For this reason, each of the 5 participating countries will introduce the distance education technology programs they use in their own countries and institutions, and a user guide will be prepared. The following activities will be done: Lecture, brainstorming, demonstration, question and answer. A guide will be prepared by showing the studies.<< Results >>We hope to achieve the following results.-Learning to self-learn.-Developing a positive attitude towards technology.-To be able to use distance learning programs.-Being able to participate in measurement and evaluation activities remotely.-To be able to correspond with teachers via internet technology.-Being able to choose and use the most suitable one from different distance learning programs.-Ability to interact with other learners, take and send lecture notes.

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  • Funder: European Commission Project Code: 2021-1-ES01-KA220-SCH-000032508
    Funder Contribution: 149,737 EUR

    "<< Background >>The current COVID-19 crisis has greatly accelerated the need for modernisation and digital transformation of education across Europe. 6 partners from 6 countries; AGIFODENT-Asociacion Granadina para la informacion, formacion y desarrollo de las nuevas tecnologias (NGO-educational organization, Spain) Malatya Bilim ve Sanat Merkezi (school/secondary level), SISAMRAVENNA (NGO-culture and art center,Italy), The Academy for International Science and Research (AISR) (School Institute – Vocational training - Ireland), Newark School (school / secondary level, Malta),The Lithuanian National Museum of Art (Lithuania), we have collaborated to find out innovative teaching methods to enhance the key competences of students those are useful in a world where self- sufficient and life long learning is essential. Then we come up with ""Art-Technology-Creativity For All"" project. The project is addressed to secondary school level students and young learners.A needs analysis was carried out during the initial time. Each partner applied a questionnaire to their staff which includes:-How the teachers/ lecturers/ trainers perceive and understand creativity? -What do they do to foster creativity through their teaching?-Do they use art to foster creativity?-How to be inclusive in education and create opportunities for everyone?-What kind of context and support are necessary for teachers to foster creativity in their learners?-Should they cooperate to be more effective? This examination of teachers' opinions on creativity shows that teachers have an encompassing view of creativity. %95 of teachers believe that creativity can be applied to every domain of knowledge and to every school subject and can be integrated with arts, music, drama and artistic performance. Everybody derserves to get access the best facilities to improve themselves.Needs:Project is derived from the demand for;*creating new spaces for art and social inclusion based approaches to boost creativity.*reinforcing the development of key competences.*Promoting social and education inclusion through the creative arts*learning about diverse cultures by meeting art styles of them from past until today. *Building up a comprehensive approach to multiple languages learning and teaching*Creating new opportunities for teachers to sustain their professional developments*Modernising education by effective usage digital tech for teaching-learning. *creating innovative curricula and educational methodsBy the arts we are referring to all types of art—visual, film, music design, acting. In this regard,we want to create a""Butterfly Effect""on our pupils by awaking awareness of power of art in learning and discover their existing potential and improve it more. Arts enhances creativity, which is crucial for innovation and adaptation. Creative people have the ability to see multiple solutions, employ original thoughts, and use their imagination. Arts promotes these skills, encouraging unique responses and diverse ways of looking at things in a non-formal learning context.As the partnership we believe in ‘Anything is Possible’ through the arts for everyone. All types of partners need to bring social inclusion approach to their profile of teaching.<< Objectives >>The project aims to contribute to the use of innovative tools and novel didactic methods in education (formal and informal), thus improving its overall quality and relevance. Achieving this goal will involve international experience and various profiles of involved institutions. The project aims to contribute to the creation of a friendly space for the development of creative thinking skills and quick adaptation through the exchange of experiences and good practices in this area between non-governmental organizations, educational institutions and organizations from the cultural and creative sector that deals with formal, informal and non-formal education. The aim of the consortium is also to develop international recommendations and solutions that will contribute to a permanent increase in the skills of independent, reflective and creative thinking among young people (secondary school students), who will soon enter the labor market and will face the choice of a career path. It will be possible thanks to supporting educators and youth workers in using the tools and methods of creative learningThe main objective is supporting the development of creativity of students and teachers / educators through the exchange and dissemination of good practices and the creation of 6 project results by 6 partners of the cross-sector consortium in the period from 01/11/2021 - 01/11/2023.Specific Objectives:-Changing education to accommodate everyone. Our goal ensuring that school is a place where all children/learners participate and are treated equally serves for the UNESCO new vision fully captured by the proposed Sustainable Development Goals 4 'Ensure inclusive and equitable quality education and promote lifelong learning opportunities for all'-combining the different art features with innovative methods like cross-discipline learning method, project-based learning, social inclusion approach and some digital tools in education and producing new methods and spaces to foster creativity in learners and reflect these change movement to the curriculum.-reinforcing key competences of students to develop their creative potential and become well qualified enough to keep in pace with rapidly changing global world.-establishing a network of cooperation between 6 organizations diverse in terms of culture, competence, sector and experience which will allow for the synergy effect.-strengthening cooperation between project partners, including between organizations operating in the field of formal, informal and non-formal education.-promoting a comprehensive approach to language learning-multilingualism.-increasing educators and teachers' knowledge of how to teach creatively;-increasing students' awareness of appreciating culture and nature as sources of inspiration for work and study;-developing the results of intellectual work that will contribute to the creation of a friendly, learning space in educational institutions.<< Implementation >>The project will be implemented through face-to-face/mobilities and the virtual activities and meetings. We will use four main communication channels to implement the project activities; transnational meetings, zoom meetings, google e-mail group/google drive and whatsup group. Some other tools like eTwinning Space and project website will also be used. Within the project period, we will have 5 Learning Teaching Training activities and 2 Transnational Project Meeting to implement, monitor and evaluate the project activities. Italy(1.TPM )will enhance the project with art technology. They are teaching in school education; will be leading organization of online coursesIreland(1.LTT) will support teachers by teaching coding, robotics and how to create interactive online lessons;will be leading org of mobile application.Turkey (2.LTT) will present creativity boosting and teaching activities through both traditional and modern methods, technologies, artistic ways.The school already teaching gifted and talented pupils so they also have many experiences at national and international project competitionsSpain (3 LTT)will present Creativity through art and culture and be responsible for project moodleLithuania (4 LTT) will demonstrate art workshops which can be used to teach school subjects in a creative, interactive and engaging wayMalta (5 LTT) creativity through acting, ethnodrama, ethnotheatre and some teaching methods for disabled people and introduce the CLIL methodMalta (2.TPM) they will also host the final project meeting.Except from transnational meetings we will have 9 virtual meetings to evaluate the progress of the project activities and results.The project activities are planned to improve digital literacy of teachers and finding new ways to teach diverse school subjects through art and inclusive education.The project consortium will work out 6 project results:1-Needs Analysis Survey: On the knowledge and needs of the academic staff training teachers from diverse branches at universities in Italy, Ireland, Turkey, Spain, Lithuania and Malta.To what extent they are aware/apply the integrating art-technology based methods to cross-disciplines boosting creativity.2-A toolkit for scenarios involving methods to integrate art into cross-disciplines to boost creativity (10 scenarios from all partners)3-A mobile application targeting teachers and students and include our findings in terms of, best digital platforms for certain subjects, educational games on projcet topic4-Moodule presenting online courses for students and teachers and some other documents and resources5-Online courses to teach newly produced within the project both for students and teachers6-Creative learning spaces; art studios,makerspaces and performance spaces to create new things with the given items or opportunities.Some other activities will also be carried out:*We will collaborate with arts providers—artists,writers,designers so that they can deliver arts instruction to students in the classroom.*Virtual/real atmosphere craft workshops will be arranged to let learners,teachers,parents introduce with art&learn that this is not just for talented people.*Brainbox games showing our artistic works,cultural features of each country will be created.*A multilingual dictionary coveirng basic expressions of English,Spanish,Maltese,Italian,Lithuanian,Turkish,Irish languages will be created.Each partner will organize 2 basic multiplier events: 1-National Conferences 2-Workshops for pupils at created spaces at their organizations.We will have many activities enriched with many methogologies like; whole school approach, interdisciplinary teaching, social inclusion, outdoor teaching, technology-based education, project-based learning, peer training, museum education, distance teaching, informal and contextual learning.<< Results >>Results during and on project completion:*brand identity*2 transportational meetings,5 LTTs*Project flyers, posters, leaflets, Infographics of the project, partners, activities, and project results*Project socal media accounts and website*Etwinningspace*Teacher trainings*Experiential face to face/online art workshops*Collaboration with artists and designers to do some activities*Story writing activities; making up new endings for each other's legends/stories on storybird or during the mobilities*Interactive theatre in which the audience is invited to participate will be performed to teach history/geography subjects.*Brainboxgames showing our artistic works/cultural features of each country*Using launchpad instrument to create music rhymes from their own cultures*Robotic and coding activities*Museum education*Designing scientific patterns and using 3d printer to construct*International padlets to reflect impressions about project*Multilingual mini dictionary containing vocabulary and basic functions in all mother languages from the countries involved in the project.It will include sociocultural information and there will be also interactive version to record the vocabulary and expressions in order to access them for ever. It will be practiced during transnational meetings and the Learning /Teaching activities.* Europass mobility documents,certificates of attendance, interim and final stages of reports*Website of projectProject Results:*Needs Analysis Survey*A toolkit for scenarios involving methods to integrate art into cross-disciplines to boost creativity(10 scenarios from all partners)*A mobile application targeting teachers and students and include our findings in terms of, best digital platforms for certain subjects, educational games on projcet topic*Moodule presenting online courses for students and teachers and some other documents and resources*Online courses to teach newly produced within the project both for students and teachers*Creative learning spaces; art studios, makerspaces and performance spacesMultiplier Events:Each partner will organize national conferences for teachers and other stakeholders; and workshops for students to let them practice the project results, and evaluate themATC 4 ALL will make a world impact starting at the local level.Participants and targets will develop their skills and learn inclusive education through creativity and the arts set out by the European Commission. New findings and all project results will be shared with stakeholders.The mini-multilingual dictionary, project infpgraphics and training materials will be uploaded on project website. Moodle will present our works.Tangible resources, products, deliverables which have resulted from funded project will be published relevant sites for educators aswellas in eTwinning and Erasmus+ Project Results Platform.That will ensure a long-term sustainability and availability of the Project."

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  • Funder: European Commission Project Code: 2022-1-EE01-KA220-YOU-000090946
    Funder Contribution: 250,000 EUR

    << Objectives >>- Producing digital tools and cyclic escape room games for the acquisition of green and circular skills- Increasing the capacity of youth operators at local / national / international level to give circular economy trainings- Increasing employment opportunities for young people with fewer opportunities by promoting circular work- To produce innovative tools / materials based on digital and gamification to gain cyclical skills.<< Implementation >>CE+ project will implement and maintain 3 main activities.1. Management activities: It covers the processes related to the creation of project management tools and plans.2. Application Activities: Preparations, virtual seminars and production of escape room games, pilot studies, instructor training are included in this section.3. Dissemination Activities: It consists of distribution, use and dissemination activities in order to deliver the results of the CE+ project to the target groups.<< Results >>* CE+ virtual seminars, handbook and escape room games* 600 educated people attending virtual seminars* Enhanced green and circular skills that will contribute to the quality employment target of the EU Youth Strategy* Strengthened profile of young people with fewer opportunities for employment* Increasing opportunities for personal development of young people / youth professionals* Increased capacity of the consortium for non-formal learning materials / tools / contents

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  • Funder: European Commission Project Code: 2021-1-IS01-KA220-SCH-000031540
    Funder Contribution: 316,552 EUR

    "<< Background >>Our project intends for the youngsters of generation Z and their educators to manage and control technology and to so engage in activities jointly with their peers all around Europe, socialize and emerge as self-fulfilling individuals in the society by transforming their digital literacy to digital competences especially when we consider the long- term online education and we are planning to help the educators to fullfill their needs and come over their contemporary challenges.Digital competence is an evolving concept related to the development of digital technology and the political aims and expectations of citizenship in a knowledge society.The developed educational materials in our project is going to focus on creating a broad variety of topics including programming, video making, digital literacy, English, environment, culture, history, customs, hygiene and first aid and creating a device/approach that is easily usable to ensure wide implementation.To deal with the way in which new digital trends influence the underlying conditions for schools, pedagogy and subjects in the e-permeated society, a society also increasingly unpredictable and uncertain, not only “digital literacy” but also ""digital competence"" becomes not only a key factor in enabling participation in education, as well as employment and other aspects of social life, but also a means of gaining some understanding of the world. Collaboration between professional groups and networking between groups of schools - together with those from the creative and cultural sectors to stimulate European awareness and empower people of current and future generations- will contribute significantly to expediting the process. It requires some prioritizations for which the individual school managements must assume responsibility.We are going to try to introduce and share the good practices and experiences and create it as a sample and keep the sustainability within the project and after the project ends. Another specific objective of the project is to help the youngsters and their educators to thrive in their academic performance.We also aim at enabling them to become capable of managing the technology through digital competency development trainings, which we will be delivering on the basis the analyses that will be conducted jointly by project partners as a part of preventive actions, which is a significant means of combating addiction, and social support activities.It is the objective of our project to contribute to the upbringing of young individuals and their educators and the teacher trainers who:know how to prioritize and solve the problems they encounter in their lives, have learnt how to think systematically and develop plans, easily understand the logic of operation of digital devices, can correlate events and situations and separate bugs and errors in any given situation, and have high level of creating Computer literacy, media literacy, digital literacy and digital competence which are all concepts that highlight the need to handle technology in our digital age. However, when it comes to teachers’ digital competency, there is a need to develop a more pedagogic-didactic content for digital enhacessement in order to deal with the way in which new digital trends influence the underlying conditions for schools, pedagogy and subjects. In the e-permeated society, a society also increasingly unpredictable and uncertain, “digital literacy” becomes not only a key factor in enabling participation in education, as well as employment and other aspects of social life, but also a means of gaining some understanding of the world. We want to have the task of defining digital literacy and developing a framework and tools for digital literacy development in European educational settings.<< Objectives >>Critical, creative and selective competences have to be developed and trained in a targeted way and throughout the entire secondary school education. The need therefore exists for a broad initiative in terms of advanced teacher training courses, and it must be tied to the general professional didactic development process. Collaboration between professional groups and networking between groups of schools will contribute significantly to expediting the process. It requires some prioritizations for which the individual school managements must assume responsibility.planning.When it comes to introducing digital learning into the curriculum, educators can’t bury their heads in the sand. Instead, it is up to the government, online providers, parents, and teachers to work together to support and protect pupils online. Find out more how you can create a modern classroom to encourage digital literacy with a free, no-obligation. And we are planning to help the participants to gain the prospects of how to be a digital competent educator and supporter.The overall objective of the project is for teachers to learn how to effectively integrate technology in the classroom and ultimately reach the students to empower them to be creators of technology, rather than being only consumers.Also we would like:To become familiar with the Digital Competences for Educators and our European collaborative project that foster digital competence, such as Code Week, SELMA, or eTwinning.To explore different instruments and strategies to develop digital competence in their curricula and integrate digital technologies in the classroom.To discover innovative tools and approaches to increase student´s motivation, also via the use digital technologies.To develop teachers’ awareness and self-reflection about their digital competence by exploring tools such as TET-SAT or SELFIE.To become part of a community of enthusiastic teachers to interact, exchange, share best practices and participate together in the EU Code Week 2022 initiative.We are planning to create an online platform that will exhibit the best examples of creative and digital collaboration of works and will endure the sustainability during and after the project.<< Implementation >>A modern digital society educator must continuously enrich and complement their digital competence by working with the growing digital generation of aboriginal children in the digital society.To open up to the outside and thus move from a pedagogical project , there are many positive points:European mobility;Knowledge sharing and exchange of teaching practices for teachersAcquisition of new learning methods Improvement of language skills Discovery of new culturesTo train the teachers in each school of the country in open educational resources in school subjects—a single collection of digital educational resource.To raise the qualifications of teachers in e-learning methods, involving teachers in developing scenario lessons within the produced digital environment of the project, including basic ICT competencies of teachers in the professional standard of teachers.To enhance the program of developing a new system of teacher certification, taking into account the key competencies of active work in the digital learning environment based on the use of information training systems.To transform the schools in the digital environmentTo create: open educational resources (OER)Massive open online courses Educational platforms (learning management system/LMS)Electronic textbooks (smart book/e-book)Electronic libraries (e-library)Open licenses (e.g., Creative Commons)Mobile training and mobile educational servicesCloud educational systems and Internet services Web 3.0Digital video communicationsGlobal mediaAutomated management systems of educational organizations (e.g., the ACS of schools, “smart systems”)Electronic portfolios and personal electronic offices of participants in the educational process<< Results >>The traditional gymnasium/ school libraries and study centres must be transformed into the schools’ digital resource centres, and the professional librarians in the schools ought to be important players in the digital competence development. We will try to help the educators to gain these competences.Digital competence is an evolving concept related to the development of digital technology and the political aims and expectations of citizenship in a knowledge society. It is regarded as a core competence in policy papers; in educational research it is not yet a standardized concept. We suggest that it is a useful boundary concept, which can be used in various contexts.We expect to achieve the deep meaning that the essential component of digital literacy when it comes to the field of pedagogy is deep learning, of which there are six core skills: With collaboration, the participants will gain:1- the ability to work collaboratively with others, with strong interpersonal and team-related skills.2- creativity; being able to weigh up opportunities in an entrepreneurial manner and ask the right questions to generate new ideas.3- critical thinking, being able to evaluate information and arguments, identify patterns and connections, and construct meaningful knowledge and apply it in the real world. 4- European citizenship, the ability to consider issues and solve complex problems based on a deep understanding of diverse values and a European view.5- character; traits such as grit, tenacity, perseverance, and resilience; alongside a desire to make learning an integral part of living.6- communication; being able to communicate effectively through a variety of methods and tools to a range of different audiences.We expect that we will try to teach how to improve digital literacy at schools in order to: -collaborate with the colleagues around Europe-focus on the curriculum-create modern classrooms-make lessons digital-review the acceptable use policy: to ensure that everyone is aware of the online safety rules and expectations and establishing monitoring and evaluation processes to ensure - understanding of, and adherence to, online safety policies.-create digital ambassadors-engage the teachers and the students"

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