Evangelische Fachschule für Sozialpädagogik Schwäbisch Hall
Evangelische Fachschule für Sozialpädagogik Schwäbisch Hall
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:4th Primary School of Volos, Istituto Comprensivo Rignano Incisa, Evangelische Fachschule für Sozialpädagogik Schwäbisch Hall, I Spoleczna Szkola Podstawowa im. Unii Europejskiej w Zamosciu, IESO SIERRA LA MESTA4th Primary School of Volos,Istituto Comprensivo Rignano Incisa,Evangelische Fachschule für Sozialpädagogik Schwäbisch Hall,I Spoleczna Szkola Podstawowa im. Unii Europejskiej w Zamosciu,IESO SIERRA LA MESTAFunder: European Commission Project Code: 2015-1-PL01-KA219-016549Funder Contribution: 140,520 EURThe project was to enhance students’ practical maths knowledge to be applied in other fields of science and everyday situations and to develop teachers’ competence in innovative maths teaching. According to surveys conducted in 2015, students lacked basic maths skills, their mathematical knowledge gained at school was too theoretical to be applied in real life situations. At the same time teachers lacked innovative and effective teaching methods and found it difficult to show importance of practical Maths in a way which would appeal to young students. Partner schools are situated in areas where Maths education is of great importance - in some areas the unemployment rate is high and young people tend to leave the region because of poor employment perspectives, so the project activities were of special importance to young people from regions neglected economically. Participants in the project were 120 students directly involved in implementing activities, about 30 students from local communities who participated in local activities ,10 teachers from partner schools who participated in workshops in Germany and 5 teachers directly involved in project implementation; representatives of other schools; students’ parents. The project objectives:- to enhance students’ practical maths knowledge to be implemented in everyday life - get students involved in practical maths tasks through innovative and effective approach (logical board games, SCRATCH language) and become more aware of knowledge they have- to make students realize the importance of Maths or its influence on other scientific fields- to help teachers gain competence and tools to teach practical Maths effectively through shared experience.Teachers were to work out innovative and effective methods and lesson plans to meet demands of modern world and both teachers and students were to improve their scientific English language competence. Main local activities involved logical board games and cards, learning Maths by cooking, out-of-classroom games with practical application of Maths, problem solving maths contests for local communities, innovative SOLVE IT! board games, P2P presentations, designing questionnaires and interpreting them, drawing up innovative lesson plans, dissemination conferences. Virtual activities included project logo contest , learning and using SCRATCH language to design maths computer games, online workshops for teachers by German partner on how to implement inquiry-based approach in Maths classrooms, exchanging videos prepared by kids showing how they solved a problem in a creative and innovative way, exchanging questionnaires and videos. Internationally, there were conducted workshops and seminars for teachers combined with study visits at scientific centres and observing lessons conducted by German teachers; there were organized City Game, survival and Maths Chef event and other field games; there were tested Maths board games. Students worked on MathManiac comic strip, improved their scientific English vocabulary and learned about other cultures. The following results were achieved:Logo, website, presentations showing creative ways of solving problems and practical application of maths knowledge, 3 Solve It! maths board games, MathManiac comic strip presenting maths in everyday situations, 24 innovative lesson plans; DVDs presenting project activities and events.The following impact was attained: Innovative lesson plans were shared among teachers and within local communities, uploaded on project website and Erasmus+ dissemination platform. Maths board games and comic strip show that innovative method is effective and they could be used as new teaching aids for all stakeholders and the compilation of the said products extended the participants' knowledge of practical application of Maths. Students learned and used SCTRATCH language to design maths computer games and thus acquired new IT skills, learned practical application of electronic gadgets and newest technologies and can use them more consciously and creatively. They also increased their problem solving skills through out-of-classroom games and developed competence in scientific English. Teachers gained new competence to teach Maths and science-oriented subjects in innovative way. Project enabled mutual exchange of good practices in education of pupils at primary school level, strengthened their position in regional education market and facilitated cooperation among countries and institutions taking part in the project.Long-term benefits:- schools’ curricula will be supplemented with innovative ways of teaching Maths and scientific subjects, emphasizing active forms of learning and practical application of knowledge- students’ active involvement in project activities will lessen school failure possibility- schools will continue their cooperation with local institutions and project partners-project will be background for further international cooperation.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Evangelische Fachschule für Sozialpädagogik Schwäbisch Hall, AGRUPAMENTO DE ESCOLAS DA MAIA, Daugavpils 3.vidusskola, Społeczne Liceum Ogólnokształcące im. Polskich Noblistów, 1st EPA.L ORESTIADASEvangelische Fachschule für Sozialpädagogik Schwäbisch Hall,AGRUPAMENTO DE ESCOLAS DA MAIA,Daugavpils 3.vidusskola,Społeczne Liceum Ogólnokształcące im. Polskich Noblistów,1st EPA.L ORESTIADASFunder: European Commission Project Code: 2019-1-PL01-KA229-064909Funder Contribution: 123,835 EUR"The project ""Zagraj w przedsiębiorczość!” (""Play the Entrepreneurial Game!"") is a response of schools located in poorly developed regions of EU member states to the rapid changes that take place on the labour market. The current tendencies show that we evolve towards abandoning stable, linear career in a specific field for implementing numerous diversified projects. In order to meet the demands of dynamic environment and equip students with knowledge and skills, which they will find useful for next decades of their adult life, schools need to develop their competences which are essential for self-fulfillment and self-development, for being active citizens and for social integration and employment. The main objective of this project is to create coherent environment which will shape key competences, that is : communicating in a native language; communicating in foreign languages; mathematical competence and basic technical and scientific competences; computer skills; the ability to learn; social and civic competences; a sense of initiative and entrepreneurship; cultural awareness and expressiveness. The project target groups are students aged 16-19 and teachers from partner schools: I Społeczne Liceum Ogólnokształcące im. Unii Europejskiej w Zamościu (Poland), Evangelische Fachschule für Sozialpädagogik Schwäbisch Hall (Germany), Daugavpils 3.vidusskola (Latvia), Agrupamento de Escolas de Mangualde (Portugal), 1st EPA.L Orestiadas (Greece). In order to achieve the main objective, we set ourselves the following specific objectives: to enhance entrepreneurial, computer and linguistic competences and the ability to learn, to strengthen cultural awareness and expressiveness of the project participants in professional situations, to equip teachers with innovative teaching methods that will lead to shaping key competences while teaching various school subjects. Besides, the project partners will create digital educational platform with ready substantive and teaching tools that could be shared and students will gain knowledge of social economics and entrepreneurship, which will in turn reduce their fear of setting up and running business activity. There are planned several activities to be implemented under this project: 6 mobilities (4 of them are short-term exchanges of groups of pupils, 2 are staff training events) and 38 local and virtual activities including dissemination events. The above include artistic, film and knowledge contests, student and teacher presentations and publications, online contest (including “Doing Business”), meetings with business people (e.g. speed dating form), professional portfolios, creating school career space or “Entrepreneurial Mindset” dictionary. There will take part at least 100 students and 40 teachers in the above activities. The project will equip the participants ( both students and teaches) with key competences that are essential to function on the labour market. It will use experiments, observations and attitudes of the target groups according to empowerment principle. It is based on teaching through experiencing, experimenting, gamming and a flipped classroom method. It will create teaching and educational situations that create favourable conditions for creativity, inventiveness and entrepreneurship. It promotes creative approach to solving problems and will provide schools with knowledge and tools enabling them to adapt teaching methods to changes in the environment. It also adjusts solutions worked out in partner schools and countries to educational practice in one’s own institution. It will expand educational offers of schools and use ITC technologies in teaching. As the project will be implemented in the international environment, it will strengthen ties among partners and will create an opportunity for regions with low level of entrepreneurial dealings and their local communities to prosper.During the implementation of specific project activities there will be used stimulating methods of learning and teaching, such as: teamwork, simulations, role-playing, discussions and debates, feature and out-of-classroom games, educational games, elements of the escape room, field trips and workshops. The project will provide schools and all interested parties with tangible results, which could be easily adjusted to changing conditions (e.g. school career space, games, on-line courses). A great of them will become a part of school educational and teaching programmes."
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