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Szkola Podstawowa nr 15, Olsztyn

Country: Poland

Szkola Podstawowa nr 15, Olsztyn

3 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2015-1-PL01-KA219-016697
    Funder Contribution: 106,050 EUR

    The project reflects the pupils' and teachers' needs. Pupils dreamed of the lessons which could take their interests into account. They wanted to have the influence on the process of learning. Also the teachers felt the need to change their methods of teaching - to replace theory, working with books by practice and doing experiments. These changes will make it possible for pupils to acquire the knowledge in an active and more pleasant way. We also hope that it will encourage them to continue the education on higher levels.The aims of the project are: discovering and developing hobbies or passions which will help them in an adult professional life, helping students to learn by showing them that studying may be pleasant if you feel passion for it; developing linguistic skills, mastering computer skills, developing communication skills through working in international teams and last but not least - the change of teaching methodology. Thanks to implementation of the project as many as 72 pupils, directly involved in project activities, will meet their peers from foreign countries. Fifteen teachers eager to change their teaching styles will learn from their colleagues but also share their experience and acquire new innovative methods of teaching. Our target group are: pupils from 10 to 13 years old, ones who have not discovered their passion yet, these ones who already have their passions but they want to develop them. The second target group are are the teachers willing to make some changes in their methodology; the headteachers of European schools who will support and encourage the staff and students to meet their aims; and last but not least -the parents who will support their children in discovering their hobbies. The pupils taking part in the project will work in ten different workshops aiming at acquiring new skills and developing passions (journalism, sport, photography/ tourism, theatre, music, art, foreign languages, logical thinking, collections, experiments). Each international group will make a website connected with passion, logo, anthem, they will choose a patron and will create a fictional profile on the educational website - Fakebook. Students as experts in their field of interest will conduct lessons and workshops for their peers; they will organize local and international events where they will present their passions. We hope that it will influence other pupils to try something new. What is more, each partner school has chosen a little known hobby which they will teach the other partners (Poland has chosen Indiaco - a sport team game, Italy - Ebru - painting on the water, Greece – designing, building and flying drones). All the project activities will be conducted using active methods, drama, doing projects, deploying and verifying hypotheses.Project will engage school communities from foreign countries by organizing monthly sport competitions: students versus teachers and parents; regular meetings with experts who will support students' activities (such as: photographer, journalist, sculptor, native speaker); quizes, concerts, exhibitions, plays. The project will also engage local communities: regular meetings with grandparents and seniors (sharing experience and knowledge, teaching and learning ICT), concerts in children's homes in public libraries, children's hospitals, kindergartens; interschool sport competitions Indiaco, publishing leaflets and tourist guides for tourists visiting our cities and towns and their children (for example a guide with the list of attractive places and events in our cities for children interested in art).Long-term activities in our project are the following: the change of methodology - from theory to practice, conducting lessons by students - experts in their field of interest, school and interschool Indiaco games, yearly Talent Festival - the show of talents, skills and passions, writing and publishing tourist guides with interesting places for children with passion , made for local tourist information points.

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  • Funder: European Commission Project Code: 2019-1-PL01-KA229-064960
    Funder Contribution: 96,079 EUR

    "The project ""Take the future in your hands - live fair"" addresses the students aged 13 - 15 years old. This choice is connected to the priority that our schools wish to focus on, which is: supporting individuals in acquiring and developing basic skills and key competences; as well as to our project aims: improving the the quality and effectiveness of work with teenagers, sharing knowledge and experience and promoting the fair - play motion in all the areas of life. The project directly involves 72 students, however in our activities whole school communities will be engaged. Due to surveys, the most popular areas have been chosen: sport, virtual reality, health, ecology, social life, self-improvement. In each partner school, the leaders responsible for each area will be chosen who will plan the programme and schedule together with teachers. The leaders from portugese, macedonian and polish school will form international teams to compare the plans, to design the logo of the team, the name, they will exchange their ideas and results at Twin Space. During the project, every two months two areas will be the leading ones. Then partner school will focus on common actions (panels, international competitions, capmaigns etc.) Simultaneously, the other areas will be in action. There are three student exchanges planned in the project, during which we will be sum up the subjects we dealt with and focus on current (leading) areas. International meetings of students will be a wonderful opportunity to meet each other, improve cooperation among the teams, know other cultures, use English language in reality, learn other languages - at least basic phrases. Thanks to international meetings students will learn such skills as: knowing strong and weak points, using personal abilities to the most, openness to other cultures and other people, living without prejudices. We believe that all the actions, undertaken strategies and tools used during the project will build up students' motivation to learn, promote and foster effective learning skills. All the activities have been planned to be done with the use of creative, active methods, such as experimenting, workshops, project work, team work, work with IT tools, with mobiles, applications, meeting with specialists, famous local people. The results of our two-year-work in the project will be better understanding teenagers' needs and interests, also more effective learning methods, better acquiring basic skills and key competence by students but also more attractive educational school offer. We will achieve our goals using the tools which are so popular among teenagers - IT tools and apps. Moreover, we hope that the result of our activities concerning fair - play idea will be a distinct change in a way of thinking, behaving and acting in every day life. We want them to make appropriate decisions as for their health and well being, their personal development, to fight with hate both in real and virtual life, take active role in society, to be sensitive to environment, to be able to select information. If in real life and in everyday situations, majority of our students will behave according to fair-play motion, it will mean that the project fulfilled its role and satisfied students', parents' and teachers' expectations. Our students will be properly prepared to mature life."

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  • Funder: European Commission Project Code: 2018-1-PL01-KA201-050736
    Funder Contribution: 178,141 EUR

    "CONTEXT AND PURPOSEProjekt „StudEnts fight food and packaging waste throuGh entrepreneurial education and Game-baSed learning”, acronym EGGS is a project aimed at increasing the sense of initiative and the entrepreneurial spirits of students (11-15 years old) in order in increase their school engagement, sense of responsibility and digital competences. The EGGS online game was created in the serious game technology, i.e. it gives the opportunity to learn based on games (learning while having fun), where students will learn and play how to be food waste and packaging entrepreneurs. The game, not only will teach students about how to reduce food and water waste, labelling and recycling, but it will also make them learning by doing providing real tasks that they have to develop in the real world (especially in schools and back home with the family). The score will be calculated in terms of money saved and the social value of the actions. In this way, students will learn by doing that their daily actions can contribute to make the world a better place to live, increasing their self-esteem and responsibility. The game consists of three modules: school, shop and home. The hero of the game moves between these locations, meeting various people along the way (e.g. colleagues, teachers). He gains knowledge on how to reduce food and packaging waste, and also convinces others to change their behaviour in this matter. An advantage is not only developing the awareness of the social responsibility of players, how to live in accordance with the idea of zero waste, but also entrepreneurship.TARGET GROUPThe target group is students aged 11-15. The indirect target group is teachers/trainers and school staff as they were involved into the project activities due to the young age of the participants. Thanks to the networks of partners of the consortium, the involvement of the teachers were constant during the all life duration of the project. The indirect target group was involved in the project activities and the selection of learning content appropriate to the age of the students, so that this didactic approach and game could be used by professionals working with children as a means of reaching children more effectively and informing them about the benefits of not wasting food, packaging waste, but also entrepreneurship education.PROJECT RESULTS AND INNOVATIONThe main result of the project is the EGGS game, which includes 3 innovative elements: the SROI model (Social Return on Investment) - IO1; Game-based educational content where students will learn through the game how to prevent food and packaging waste at school, outdoors and at home with the family to ensure sustainable consumption and production patterns - IO2; an EGGS game that allows students to learn while having fun to make the planet a more sustainable system where waste is transformed back into resource-generating value. Calculating SROI will enable students to become aware of the social impact of their circular economy activities. The idea behind the project was to develop an entrepreneurial mind set in students to strengthen their ability to act in society as citizens of tomorrow's society. The challenge here is to move from entrepreneurship with a business focus to a newer entrepreneurial trend that focuses on an entrepreneurial mind set and behaviour. Entrepreneurship education is an empowering method that enables students to take the future into their own hands by promoting learning by doing, self-efficacy and influence on others and their motivation. In addition, students engaging in activities for the benefit of society by engaging in entrepreneurial activities will have a higher self-esteem and a sense of belonging to society, and thus it will affect their willingness to stay in school, develop, educate and drop out of the desire to leave school too early.In order to achieve the objectives of the project, 5 partner organizations associating students, teachers and school staff, food banks and a training centre, NGOs, city offices were involved in its implementation. The EGGS project ""Students fight food waste and packaging through entrepreneurship education and game-based learning"", focused on the challenges of ""Education and Training 2020"" (ET2020) in the following areas: 1) Improving the quality and efficiency of education and training; 2) promoting equality, social cohesion and active citizenship; and 3) enhancing creativity and innovation, including entrepreneurship, at all levels of education and training."

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