Denge Eğitim Bilim ve Gençlik Derneği
Denge Eğitim Bilim ve Gençlik Derneği
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:AGRUPAMENTO DE ESCOLAS DA MAIA, ALIBEYKOY ORTAOKULU, Denge Eğitim Bilim ve Gençlik Derneği, Szkola Podstawowa im. Kard. Karola Wojtyly w ChynowejAGRUPAMENTO DE ESCOLAS DA MAIA,ALIBEYKOY ORTAOKULU,Denge Eğitim Bilim ve Gençlik Derneği,Szkola Podstawowa im. Kard. Karola Wojtyly w ChynowejFunder: European Commission Project Code: 2022-1-PL01-KA210-SCH-000083176Funder Contribution: 60,000 EUR<< Objectives >>The project aims to:-Assist students in developing the skills and positive attitudes required to acclimate to school life and succeedacademicallyin a student-centered setting.- inducing the teachers involved in the attention of the ongoing changes in the STEAM sector by promoting the culture oflifelong learning and supporting them in learning to learn , both content and methodological, that allows them to face thegrowing diversity of learners and pedagogical innovations<< Implementation >>C1 Introduction, First Meeting: Kick of ; Introduction, Project planning, Education Systems, Pedagogical Model for Innovative STEAM Learning and Teaching) in Portugal4 Students -2 teachersC2:dentify STEM in everyday life and learn how to integrate real-world i4 students & 2 TeachersC3: Learn about 21st-century skills and how to address them in the classroom & GBL STEAM 4 students & 2 TeachersC4: Virtual Meeting Final Meeting &Exploring STEM in the Real World 10 students & 2 Teacher<< Results >>EXPECTED INTANGIBLE RESULTS EXPECTED INTANGIBLE RESULTSAll participants will be more conscious about innovative teaching and learning tecniques, each partner country'seducation system,STEAM and Gamification.EXPECTED TANGIBLE RESULTS1 Website(5 year period) 4 E-Brochures about STEAM Strategies1 eTwinning Group1 Multilingual Online Dictionary4 e-book with 100 lessons plans in diffent languages,2 eTwinning Projects about STEAM4 STEAM Online Articles
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Klaipeda Vetrunge gymnasium, ISTITUTO ISTRUZIONE SUPERIORE A. LINCOLN, Denge Eğitim Bilim ve Gençlik Derneği, Vakfikebir Mesleki ve Teknik Anadolu Lisesi, BG BRG u Wirtschaftskundliches BG 11 Geringergasse 2Klaipeda Vetrunge gymnasium,ISTITUTO ISTRUZIONE SUPERIORE A. LINCOLN,Denge Eğitim Bilim ve Gençlik Derneği,Vakfikebir Mesleki ve Teknik Anadolu Lisesi,BG BRG u Wirtschaftskundliches BG 11 Geringergasse 2Funder: European Commission Project Code: 2021-2-AT01-KA210-SCH-000050174Funder Contribution: 60,000 EUR<< Objectives >>• Understand the benefits of game-based learning.• Be aware of successful use of digital games as a learning resource.• Know digital games that you can use as a learning resource in the classroom and their expected learning benefits.• Understand the differences between digital game genres and their learning benefits.• Understand the requirements for the successful use of digital games for learning.• Understand how to assess if a digital/real time game is suitable for the classroom.<< Implementation >>4 mobs in Austria,Italy Lithunia and Turkey (Virt;3 Erasmus Corners2 eTwinning projects Website2 Newsletters 1 E-book board games in STEAM20 Seminars8 Student Forums-4 Face to Face/4 Online15 workshops12 Plenary Speech8 Brochures GBL in Edu8 Leaflets Gamification in Edu1 Free Mobile STEAM Game 50 Board Game Design Gam-Jam on Genially for Maths25 Digital Game design on Wordwall<< Results >>EXPECTED INTANGIBLE RESULTSAll participants will be more conscious in innovative teaching & learning tecniques, each partner's educationsystem ,coding,parental control ,GBL& PBL and Gamification.It will contribute better cultural and educational understanding .Students will also broaden their linguistic competence ,digital and communication skills and have international friendship.EXPECTED TANGIBLE RESULTS 3 Erasmus Corners2 eTwinning projects 1 Website2 NewslettersInt. Gam-Jam,etc
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