ASOCIATIA NEWPROJECTS
ASOCIATIA NEWPROJECTS
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:SCOALA GIMNAZIALA SERBAN CIOCULESCU, Scoala Gimnaziala Tudor Vladimirescu, DIRECCION GENERAL DE INNOVACION EDUCATIVA Y ATENCION A LA DIVERSIDAD, Christchurch CP School, IES RIBERA DE LOS MOLINOS +11 partnersSCOALA GIMNAZIALA SERBAN CIOCULESCU,Scoala Gimnaziala Tudor Vladimirescu,DIRECCION GENERAL DE INNOVACION EDUCATIVA Y ATENCION A LA DIVERSIDAD,Christchurch CP School,IES RIBERA DE LOS MOLINOS,Ysgol Emmanuel,Ysgol Y Castell,CITY OF CARDIFF COUNCIL,Ysgol Bryn Gwalia,CEIP Santo Domingo y San Miguel,ASOCIATIA NEWPROJECTS,Casa Corpului Didactic Dolj,IES PRÍNCIPE DE ASTURIAS,Ysgol y Llys,INSPECTORATUL SCOLAR JUDETEAN COVASNA,COLEGIUL NATIONAL CONSTANTIN CARABELLAFunder: European Commission Project Code: 2017-1-UK01-KA201-036578Funder Contribution: 310,156 EURIn 2006 the EU recognised Digital Competence (DC) as one of the 8 key competences along with literacy and basic skills in science and maths. DC should not be confused with ICT skills rather the ability to apply ICT in a creative and/or critical way. This could be at home, in education, in social interaction, education and the world of work. There are 3 participating countries. Led by a local authority in each country, primary and secondary schools have been given the opportunity to participate. This project aims to upskill young people to prepare them for the world of work but also aims to offer targeted professional development opportunities for teachers and prepare them fully for the classroom and their own professional advancement. Coupled with this we aim to upskill parents and members of the wider community by actively involving them in the planned activities. We aim to meet the individual needs of participating countries whilst ensuring EU priorities are met.The European Commission Digital Competence in Practice document highlights that digital competence requires understanding in a number of fields. Digital Competence Frameworks around Europe have adopted these areas and through this project we will discover practical ways of implementation. The DC fields of focus are: Information management -Collaboration -Communication and sharing -Creation of content & knowledge -Ethics & Responsibility -Evaluation & Problem solving -Technical operations Each participating country has identified its own needs. Our digital frameworks offer guidance as to how one might develop a focused digital approach to education, this project will allow education authorities and schools the opportunity to unpick the theory and put it into practice, trialling methodology with young people at the fore.
more_vert assignment_turned_in ProjectPartners:Colegiul National Pedagogic Constantin Cantacuzino Targoviste, Bishop Hedley Catholic High School, MERSIN IL MILLI EGITIM MUDURLUGU, BLC (Wales) Ltd, Scoala Gimnaziala Tudor Vladimirescu +6 partnersColegiul National Pedagogic Constantin Cantacuzino Targoviste,Bishop Hedley Catholic High School,MERSIN IL MILLI EGITIM MUDURLUGU,BLC (Wales) Ltd,Scoala Gimnaziala Tudor Vladimirescu,ASOCIATIA NEWPROJECTS,Casa Corpului Didactic Dolj,Cumhuriyet ilkokulu,Adnan Menderes Ortaokulu,International Links (Global) Ltd,Cankaya OrtaokuluFunder: European Commission Project Code: 2020-1-UK01-KA201-078981Funder Contribution: 349,429 EURGamification in an education setting allow us to blur the lines between work and play. Providing teachers with a set of games isn't enough but we are moving towards creating outlines for lessons - templates - where teachers can input their own curriculum content into an interactive individual or group-based game.Classroom games allow for engagement of students not found in traditional lecture formats and foster healthy competition, ultimately driving students to achieve more. Web2 tools are free digital programs that can be used for creating and sharing student-generated projects and products. They are interactive, multi-purpose, easy-to-use digital platforms that encourage students to collaborate with each other or create and share individualised response products.As educators, we want to provide engaging ways for learners to interact with, and primarily, learn from course material. They are particularly helpful when used in conjunction with lessons meant to increase student engagement that require learners to collate information, or to use Oracy to explain their conceptual understanding through means other than traditional writing exercises. Web2tools also provide students an opportunity to interact with others as they share their knowledge.By integrating gamification into the curriculum, learners can collaborate with classmates and share completed products/lesson outlines with peers in their class, learners in other sections, or other learners around the world. Through gamification, we can create opportunities for students to share what they are learning with a wider audience.
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