Učilište Centar izvrsnosti Splitsko-dalmatinske županije Ustanova za obrazovanje odraslih
Učilište Centar izvrsnosti Splitsko-dalmatinske županije Ustanova za obrazovanje odraslih
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:University of Valladolid, Deutsche Schule Athen, Oulun kaupunki, Učilište Centar izvrsnosti Splitsko-dalmatinske županije Ustanova za obrazovanje odraslih, Ludwig Windthorst Haus +1 partnersUniversity of Valladolid,Deutsche Schule Athen,Oulun kaupunki,Učilište Centar izvrsnosti Splitsko-dalmatinske županije Ustanova za obrazovanje odraslih,Ludwig Windthorst Haus,Zentrum für schulpraktische Lehrerausbildung KrefeldFunder: European Commission Project Code: 2022-1-DE03-KA220-SCH-000086238Funder Contribution: 250,000 EUR<< Objectives >>iREFLECT! initiates the discourse on contemporary teacher education and training and will focus on an innovative approach also in the sense of lifelong learning for all phases of teacher education, by combining a reflection tool and the presentation of central content on the topic of reflexivity,. In this way, iREFLECT! aims to enhance the professionalisation of teachers and trainee teachers by expanding their reflective competence based on their own practice.<< Implementation >>In the project, 5 learning activities will be carried out on site at the project partners, which includes both on-site learning (job shadowing and expert interviews) and joint work on the project content. Between the meetings on site, monthly virtual reflection loops are planned for further work and feedback of testing experiences from the networks. Each partner conducts at least 2 multiplier events in their networks.<< Results >>The iREFLECT! project will offer a compilation of the didactically processed contents and methods for reflective practice in all phases of teacher education. This includes a ToolKit with handouts and a set of cards in which all reflective methods and content are translated into the project languages and English. For accessibility, all contents and methods are additionally visualised.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:AGRUPAMENTO DE ESCOLAS DA MAIA, OGRES TEHNIKUMS, ESQM, Ibrahim Kozacioglu Ortaokulu, METIS GENCLIK VE SPOR KULUBU DERNEGI +2 partnersAGRUPAMENTO DE ESCOLAS DA MAIA,OGRES TEHNIKUMS,ESQM,Ibrahim Kozacioglu Ortaokulu,METIS GENCLIK VE SPOR KULUBU DERNEGI,Učilište Centar izvrsnosti Splitsko-dalmatinske županije Ustanova za obrazovanje odraslih,SCIENCIA NOVA Zdruzhenie Kavadarci (SCIENTIA NOVA Association Kavadarci)Funder: 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."
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