IES HERMANOS D'ELHUYAR
IES HERMANOS D'ELHUYAR
4 Projects, page 1 of 1
assignment_turned_in ProjectPartners:COLEGIUL NATIONAL CALISTRAT HOGAS, Siauliu Lieporiu gimnazija, OZEL CATI ORTAOKULU, AGRUPAMENTO DE ESCOLAS DE BARCELOS, IES HERMANOS D'ELHUYARCOLEGIUL NATIONAL CALISTRAT HOGAS,Siauliu Lieporiu gimnazija,OZEL CATI ORTAOKULU,AGRUPAMENTO DE ESCOLAS DE BARCELOS,IES HERMANOS D'ELHUYARFunder: European Commission Project Code: 2019-1-ES01-KA229-064275Funder Contribution: 124,340 EURContext: In the 21st century, the fastest growing careers and occupations are those related to STEAM (Science, Technology, Art and Mathematics).The students, starting from a STEAM teaching base in secondary education, will be exposed to a method that, established at very early ages, could trigger a permanent desire to pursue a career in any of the fields worked. We try to give our students the basis to know and to work with STEAM-based learning.In order to transmit this taste for STEAM learning, we must have a high number of teachers who are experts in the method and who help students to develop a set of thinking, reasoning, group-work, researching and creativity skills that will help them in all the areas of their lives.The aim of this project is that, in addition to classroom knowledge, teachers will achieve a more creative, more motivated students that can use science, mathematics, technology and art in real-life situations.One way of achieving a greater number of teachers and students motivated by STEAM education is to use the exchange of ideas and practices offered by the European Community through its Erasmus+ programmes.Objectives:The objectives in our project are varied, and include the following ones: 1) developing interdisciplinary collaboration between all the subjects involved in teaching STEAM improving the students' critical thinking, analyzing and problem solving skills 2) developing the students’ ability to solve global problems (such as alternative energy sources, pollutıon) using STEAM methodologies 3) improving the students' creativity, by adding Arts to the traditional STEM subjects 4) acquiring new digital skills of the 21st century in accordance to the European Framework for Digitally Competent Educational Organizations5) creating innovative products that will be also used in the future, as a result of the activities the students were involved in 6) offering career guidelines for our students in their future jobs, by stimulating their skills through STEAM activities and challenges 7) implementing innovative practices in education in STEAM related activities and methodologies 8) giving our students to build long term friendships and collaboration with students from our partner schools, and therefore encourage face-to-face and digital communication through the use of English 9) adding European value to STEAM teaching practices by taking part into an international team.Activities:The activities we planned are closely connected to the objectives we set, and are designed to achieve our goals. We try to create activities related to real-life problems for students to find practical solutions to global problems through the use of STEAM methods. For example, the students will try to create a cheap nuclear radiation detector - Ion chamber, they will try to determine and analyse organic compounds in food, in another activity they will identify different degrees of pollution by analyzing the lichens in different areas of a city, etcIn general, all the challenges and activities planned will help students to discover their potential and will give them an idea about what path they could take in the future as employees or employers, and all the planned activities will include different practical products (such as posters, fliers, rockets, models etc) useful in the future in other subjects.Method:A cooperative and learning-by-doing methodology will be applied for the development of the activities in the project. The ability to learn from experiences of a practical nature allows students to develop their soft skills and improve their ability to report in plurality of contexts, not only purely school.Assessment:In order to evaluate the aims of the project, we will use evaluation based on self-assessment and peer-assessment. We will reach this kind of evaluation through teacher observation, rubrics, and questionaries done by teachers, student groups and single students.The study of the results of the questionaires, etc. will give us an overall sight of the grade of achivement of the aims stated in the project, and it will help us to establish the best dissemination for the product of our STEAM based actions.
more_vert assignment_turned_in ProjectPartners:Gimnazjum nr 3 im. Unii Europejskiej, Martna Pohikool, Marttilan Koulu, IES HERMANOS D'ELHUYARGimnazjum nr 3 im. Unii Europejskiej,Martna Pohikool,Marttilan Koulu,IES HERMANOS D'ELHUYARFunder: European Commission Project Code: 2016-1-PL01-KA219-026522Funder Contribution: 109,140 EUR"The project ""Programme your future"" relates to the main aim of the project- teaching programming, solving problems using computers and teaching computational thinking, that is formulating problems in such a way as to make it possible to solve it using computers and other devices. The idea of creating the project was the reaction to the information about changes in Polish and Finnish educational system. The new core curriculum in primary schools in Poland and Finland has been extended by compulsory teaching programming. Programming skill is defined as one of the most useful skills on the labour market and teaching programming is a great challenge for modern schools. The aim of the project was to develop information skills among students and teachers by means of a great variety of ICT tools used in the project. Teachers of partnership schools exchanged their knowledge about methods and tools of teaching programming from the first class of the primary school, teaching computational thinking and using ICT tools in teaching and learning. The project was also the initiative to build the motivation to learn science among women. On this account over 50% of the participants were girls. Students and teachers of 4 schools from Finland, Estonia, Poland and Spain took part In the project. Over 70 students at different age from 10 to 16 and about 50 teachers of partnership schools took part in direct project activities. The teachers created scripts, took care of students during exchanges, helped translate documents or participated in other project activities.4 short-term exchanges of group of pupils in Finland, Estonia, Poland and Spain took place. During the visits pupils took part in activities concerning the topic of the project, they took part in workshops connected with learning programming and robotics, using information-communication technology to solving problems and they visited places connected with new technologies. 4 transnational project meetings took part in Poland, Finland and Spain. The teachers and headmasters of partnership schools took part in them. During the project every school take various actions concerning the topic of the project including programming and robotics workshops for students and teachers, taking part in Hour of Code, meetings with IT specialists, English courses for teachers. In the beginning all partnership schools prepared some posters which informed the school’s community about the project. Students designed their own proposals for the logo of the project and they also sent Christmas wishes with the use of Christmas cards programmed by them. The teachers of mathematics, geography, physics, biology, chemistry, history/civics and native language subjects created scripts with the use of the idea of computational thinking and IT tools for solving problems on these subjects. Furthermore the teachers of computer science (or subjects related to computer science) created scripts of teaching programming from the first class of the primary school. Within the project the website of the project www.pyourf.eu was made. It can find there all information about realized activities, scripts of mathematics, geography, physics, biology, chemistry, history/civics and native language subjects concerning teaching computational thinking and using IT tools for solving diffrent problems on these subjects, scripts of teaching programming, package of computer programs solving choosen problems, description of methods and tools used for teaching programming on different stage of eductaion.Thanks to the project teachers responsible for implementing programming skills in partnership schools can teach programming in their schools more effectively and teachers other subjects got the basics of the knowledge of teaching computational thinking. Majority of teachers and students involved in realizing the project think that thanks to this they increased their openess, tolerance and acceptance of other cultures. It also contributed to the high motivation to learn foreign languages. Teachers truly believe that international cooperation affected the quality of their work and the frequency of using different ICT tools in teaching. The participation in Erasmus+project increased interesting in programming among students and teachers’ willingness to taking part in international projects. Everyone will be able to make full use of website resources after the project has finished. In the longer term, effects of our work will be available for all schools where teaching of programming will be introduced."
more_vert assignment_turned_in ProjectPartners:IES HERMANOS D'ELHUYAR, 4th GEL RODOU, St. Emmeram Realschule Aschheim, V.E.M. srls, Diefthinsi Defterovathmias Dodecanesou (Directorate of Secondary Dodecanese) +3 partnersIES HERMANOS D'ELHUYAR,4th GEL RODOU,St. Emmeram Realschule Aschheim,V.E.M. srls,Diefthinsi Defterovathmias Dodecanesou (Directorate of Secondary Dodecanese),Kauno Jono Basanaviciaus gimnazija,ISTITUTO D'ISTRUZIONE SUPERIORE A CECCHI,Srednja skola Ban Josip JelacicFunder: European Commission Project Code: 2021-1-ES01-KA220-SCH-000031544Funder Contribution: 205,979 EUR"<< Background >>With the expansion of economies into a global marketplace, education has critical importance as a primary factor in allowing young adults to enter the workforce and advance economically, as well as to share in the social, health, and other benefits associated with education and productive careers. Technology has been improving so rapidly that it is of great significance for students to adapt to these constant changes in technology. Individual competencies in STEM subjects are getting more important for the occupations of the future which are based on high technology. Therefore, innovative approaches are required in education. The era of the fast moving technology needs to be brought in the classroom, and more teachers need to be aware of the patterns that these students need, in order to capture their attention and make them acquire skills and competences. The critical thinking and creativity can be learnt by the students in order for them to be ready to cope with the challenges of the society. Due to Covid-19 we witnessed the largest disruption to education in Europe's recent history and the percentage of early school leavers and low educated population is drastically increasings again. Before pandemy a grouping of EU member states reached the goal of reducing ESL to 10%. The results in the PISA tests show that students need different models than the textbooks they use in school. Within this scenario the project's partners had identify 3 main needs: Support learners at risk dropout with new educational contents; To enhance the participation to educational initiatives of groups at risk of exclusion by developing educational contents and approaches based on the universal language of Multimedia, that are often one of the only interest of students; To find new ways for teachers of motivating students using the tools that students use everyday.<< Objectives >>With the project we would introduce a new and innovative approach for the teachers in STEM and Gamification education to follow and use as additional teaching material. STEM&GAMES will support school teachers in the use of alternative pedagogies with students at risk of ESL taking into consideration alternative pedagogical approaches: in the last decennia, a growing need for evidence on the value of STEM and game-based learning has emerged. STEM and classroom games provide a variety of ways to impart knowledge through creative, interactive and interesting activities; they can either help teach students a specific subject or help develop important skills essential to life and learning like teamwork and critical thinking, building systems thinking, design thinking, communication, creativity, and innovation. The application of these new features in local environments will allow a continued and concerted action that is expected to produce a change in attitudes and behaviors toward school. STEM&GAMES encompasses the chance for teachers to incorporate STEM and Gamification as the base for class management, implying an effort to learn and master both the theoretical aspects of the framework and, on a more practical level, the use of gamified software for our everyday practice. It will so delivery into innovative methodologies and develope accompanying tools to put these ideas into practice, aiming at improving not onlysubject-specific achievement levels but also transversal skills in secondary education.<< Implementation >>During the lifetime of the project there will be:1) Three transnational meetings at project partners level (Kick - off meeting – Croatia; Mid-project cycle meeting – Germany; Final meeting – Spain);2) Two LTTAs about ESL and Game based learning (one in Spain and one in Italy);3) Analysis of the state of art about gamification in the participating countries;4) Extracurricular activities about STEM and Gamification;5) Six (one per country) Multiplier Events;6) Evaluation and validation of the contents;7) Dissemination and exploitation activities.All the above activities contribute to the realization of the IOs of the STEM&GAME project (Guide and APP).<< Results >>The most important outcomes produced so far are:1) ""STEM and Gaming Aims Meaning Educational Success"". - A practical and innovative guide in all languages of the member countries of the project plus English;2) The STEM&GAMES APP created as a motivational tool to help children start their early journey into multiliteracy;3) Two Staff Training Events (one in Italy and one in Spain) about Game based learning and unplugged activities/Games and tools for learning programming, on using educational strategies of gamification in order to foster creativity, logical thinking, and problem-solving skills.Some of the non-tangible results: 1. Building individual strengths and talents;2. Pupils will feel respected and feel that their individual strengths, abilities and specific needs are recognized;3. Young people at risk of ESL will have easy access to different learning opportunities and targeted support;4. Spread of the need for innovative technology in classroom;5. Development of open-mindedness in educational practice;6. Fostering critical thinking in problem solving situations;7. Learning process more motivational and attractive to meet students’ needs and expectations;8. A better students' success in school and motivation to complete their compulsory education."
more_vert assignment_turned_in ProjectPartners:OZEL CATI ORTAOKULU, Willy-Brandt-Gesamtschule Bergkamen, AGRUPAMENTO DE ESCOLAS DA MAIA, ICS Maredolce, Szent Imre Katolikus Altalanos Iskola es Jo Pasztor Ovoda, Alapfoku Muveszeti Iskola +1 partnersOZEL CATI ORTAOKULU,Willy-Brandt-Gesamtschule Bergkamen,AGRUPAMENTO DE ESCOLAS DA MAIA,ICS Maredolce,Szent Imre Katolikus Altalanos Iskola es Jo Pasztor Ovoda, Alapfoku Muveszeti Iskola,IES HERMANOS D'ELHUYARFunder: European Commission Project Code: 2020-1-DE03-KA229-077289Funder Contribution: 169,410 EUR"""In 2015, UN Member States joined forces to adopt a total of 17 ‘Sustainable Development Goals’ acting to end poverty, protect the planets and improve the lives of everyone all over the world. There is a dire need to get the word out, create awareness and encourage people to take action! With this in mind, educators all around the globe have the mission of raising conscious humans in order to ensure a livable world. We consider that this topic is of major importance for the wellbeing of people around the world and can only be achieved by educating both teachers and students towards the necessity of respecting these goals. Therefore, while the ‘Sustainable Development Goals’ established by the UN covers a wide range issues in need of urgent action, the current project will primarily focus on creating small scale clean affordable energy and establishing sustainable forms of agriculture that may be replicated in the partner schools’ communities. The main purpose of this project, titled “Act Responsible, Think Sustainable”, is to use education as a tool to generate awareness on two issues prevalent to the earth through the creation of a self-sustaining ecosystem within each school. In long term, the project aims to improve the students’ actions to support sustainability in the participating countries, in the local areas of the partner schools, and to have trained teachers who can continue and perfectionate the education of sustainability, by introducing the topic in the curriculum is each school.The project is carried out by six partners from Germany, Italy, Spain, Hungary, Portugal and Turkey. The partners are primary of middle schools and they all have a certain degree of experience on this topic as part of their curriculum or as extra curricular activities, which helped us to build on our previous knowledge and perfect this theme, through the exchanges of good practices. The exchanges were done both virtually and also through a number of six short-term exchanges of groups of students in each participating country. The project involves a total number of 650 students, aged between 11 to 14 years old, a number of 50 teachers. In addition to this number, many other teachers, councilors, local representatives, and institutions that support sustainability will work on the implementation of the activities and learn from our results. Parents will also directly involved in this project as they will participate in environmental activities organized in each school. The project focuses on several of the most prominent ‘Sustainability Goals’ declared by the UN. . The goals we are focusing on are: Affordable and Clean Energy, Sustainable Cities and Communities, Climate Action, Life Below Water, Life on Land and Clean Water and Sanitation. Each partner was responsible for one of these aims and created innovative methods to implement them on a school level, adapted to the students’ age and capacity. All the activities are based on an interdisciplinary approach, in order to support the teaching of these sustainability goals in the most effective way. We mainly used innovative and motivation methodologies to stimulate the students interest in this topic, such as STEM methodologies, collaborative and peer learning, learning by doing, learning through experiments, leraning in nonformal environments, and many ITC tools.The final product resulted from this project is a small scale sustainable ecosystem built in a greenhouse, which will not only be a real example of what sustainability mean, but also a legacy and a teaching aid for all the students in the partner schools even after the end of the project. The greenhouse will not only be used for this purpose, but also for other educational purposes, to teach the students the way food is produced, and limit the waste of consumerism.The main benefits resulted from this collaboration is learning and sharing innovative educational methods and approaches to teach sustainability in schools, engaging the cooperation of teachers and students from European schools, development of teacher’s and children’s digital skills and the use of ICT, development of teacher’s educational and language skills. Etinning platform played a great role in the development of the project, before during and afte its’ completion. All of the Erasmus partners worked on an eTwinning project together, called ""The Real Green Deal"" (211263). The eTwinning project was the space where the partners first got to work with each other as a team. The project was used to create student's background for our project. The eTwinning platform is also used for the dissemination of the project's results, for the project management meetings and as a safe place for the students to connect with each other virtually.As a conclusion, we believe that by implementing this project, we changed the students attitude towards the need of sustainability, and the results will be seen in their daily life actions in the near future."
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