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Paidea sas di Alessia Carmen Scotti Belli & C.

Country: Italy

Paidea sas di Alessia Carmen Scotti Belli & C.

4 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2021-1-IT01-KA210-VET-000034522
    Funder Contribution: 60,000 EUR

    << Objectives >>The priorities identified in the GAD project respond to the European need to qualify the e-skills of educational and professional organisations (DigCompOrg) and professionals (trainers, teachers, educators): learning institutions face the challenge of changing their pedagogical and educational approach to take into account the use of new technologies and the communicative and representational changes in the digital age of teachers and learners.<< Implementation >>The project foresees the realisation of a digital learning game (GAD GAME) in augmented reality that intends to develop the digicomp of trainers (especially those engaged in life-long learning), increasing self-efficacy and the capacity to create digital learning and educational products suitable to face also the new training challenges due to the pandemic emergency. Transversal communication, dissemination and impact assessment activities are foreseen.<< Results >>The project intends to achieve the following results increasing and qualifying the digital skills of professionals (DigComEdu_2017) with particular reference to Area 2-3-5-6';to strengthen the transversal skills that enable them to conceive innovations and respond to the changing needs of the contexts to qualify the training and teaching offer of professionals in the digital environmentcreate innovative digital training prototypes

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  • Funder: European Commission Project Code: 2022-1-IT02-KA220-SCH-000086837
    Funder Contribution: 250,000 EUR

    << Objectives >>Poor mental health aspects are among the most important reasons for leaving school early, decreasing the anxiety and stress levels of adolescents we expect to improve, also, the still too high drop-out rate in Europe.GAME aims to reach 3 main objectives: 1. to increase young people’ well-being;2. to increase awareness of mental illness;3. to increase tools available (know who to turn for help and talk about their situation).<< Implementation >>The project includes: - the development of a video game. Video games could help provide mental health support where it is most needed and reduce the treatment gap and stigma associated with such mental health.- the production of a course in e-learning mode to improve the approach to the problem of teachers.-dissemintation' activity<< Results >>The results we expect to achieve through this projects are:increased awareness about the mental health of adolescents; increased awareness of listening centres and the tools at their disposal to ask for help;decreased levels of stress and anxiety;increased teachers' awareness of the topic, the urgency and the need to treat it in the school environment; increased awareness of the use of video games as valuable tools;

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  • Funder: European Commission Project Code: 2021-2-IT02-KA210-SCH-000048086
    Funder Contribution: 60,000 EUR

    << Objectives >>The PLAY project stems from the will to address one of the biggest threats we’re currently facing: climate change. Due to the fact that we are responsible for the level of emissions of greenhouse gasses, we consider it crucial to educate the future generations to choose greener alternatives to reduce the impact we have on the planet, and we intend to do so by using an innovative methodology aimed at making students develop digital abilities as well as at upskilling teachers.<< Implementation >>To reach the above mentioned activities we will train students aged from 11 to 14 years old to develop their own video game using the Unity 3D platform. The aim is to highlight some objects and activities that are harmful to the environment and provide sustainable alternatives. In order to make the project replicable in other educational institutions we will also create a toolkit which will include methodological guidelines and a manual on how to programme in C# and use Unity.<< Results >>-promoting the development of digital/programming skills in young students that will make them competitive in the labour market;-raising awareness,among students and the community in general,of the causes of global warming and of the importance to fight climate change by modifying our habits;-promoting the development of digital teaching methods by providing teachers with the necessary knowledge/competence, to increase the level of motivation of students and their academic performance.

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  • Funder: European Commission Project Code: 2022-2-EL01-KA210-VET-000096158
    Funder Contribution: 60,000 EUR

    "<< Objectives >>- Improve teaching capacities ( skills, knowledge, attitude)- Improve practices and methods-Create useful tools -Improve communication with non verbal students-Facilitate learning process-Facilitate family life and social life- Increase opportunities to learn and prepare for future social and professional integration<< Implementation >>4 mobilities to Greece, Turkey, Romania and Italy2 Erasmus corners2 eTwinning projects2 NewslettersProject website1 Didital Handbook with the best practices1 digital App ""SpeakUp""15 Workshops15 SeminarsSocial Sites<< Results >>Intangible results :- Improve teaching capacities ( skills, knowledge, attitude)- Improve practices and methods-Create useful tools -Improve communication with non verbal students-Facilitate learning process-Facilitate family life and social life-Increase opportunities to learn and prepare for future social and professional integrationTangible results :4 mobilities to Greece, Turkey, Romania and Italy2 Erasmus corners2 eTwinning projects2 Newsletters1 Didital Handbook , App, Website"

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