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Zespol Szkol Ksztalcenia Ustawicznego w Krosnie

Country: Poland

Zespol Szkol Ksztalcenia Ustawicznego w Krosnie

4 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2019-1-PL01-KA201-064984
    Funder Contribution: 235,684 EUR

    * ContextAs teachers, we need to be aware of the changes and the needs of the today's students. We have noticed that these generations of students have low-attention disorders, just because they are born with the technology. They are used to get to the information in just one click on their phones, tablets, and computers, so being in the classroom, being taught in a traditional way, by old textbooks, shows that the educational system is not efficient. According to the learning patterns and students' needs, this project intends to develop visual materials that will help students understand the challenging topics in the students' books.* Objectives- to create teaching methods through various innovative approaches;- to engage students in activities that will encourage their interest in STEAM;- to increase the level of knowledge in the key-competences;- to provide excellent, hands-on learning opportunities for every student;- to promote internationalization and European values;* Number and profile of participantsEach of the partner organizations in this Partnership are experienced in the field of teaching and education and they will contribute to a great extent for the realization of the proposal. There is a total number of about 30 key persons that will be included with working assignment, training activities with students, implementation and dissemination.* Activities1. selection of staff involved in the project, quality assurance, budget control and time management, risk management, acquisitions, financial reports, archiving, reporting to the National Agency and European Commission2. intellectual outputs: database of the current topics and areas that students find difficult and challenging in subjects like Math, Biology, Chemistry, Technology, Physics, Educational Infographics for STEAM - a toolkit and booklet on a platform, a Guidebook, and development of a structured course for how to use the Toolkit and the booklet3. a short-term students' exchange (October 2020, Romania)4. three multiplier events (1 in Italy, 1 in Cyprus and 1 in Portugal)5. three transnational project meetings (Spain, Italy and Cyprus)6. dissemination activities (within the institutions involved in the project, in other institutions, public events and mass media coverage, publications and scientific events, graphic materials and online dissemination).* Methodology 1. establishment of a communication network, organizational upgrades, informative activities, selection and preparation of participants, specific rules and financial regulations.2. analysis of the achievement results in all the partner schools that will direct us to development of the intellectual outputs, based on innovation and exchanges of practices; the process will be evaluated and redirected during the transnational project meetings.3. follow up phase with multiplier events and direct activities with the target groups: pupils, teachers, trainers, school managers, decision makers and policy makers, representatives of public institutions, including NGOs.4. dissemination phase with previously defined activities in a dissemination plan5. completion of the project with establishing specific tasks of each partner in the sustainability period, reinforcing the partnership and inviting new partners, planning additional activities * ResultsThe main results of the project are the already mentioned as intellectual outputs, other results are: 1. at institutional / organizational level: developing innovative strategies to implement this method in the curricula based on the intellectual outputs and on the experience and expertise gained from the project;2. activities with the beneficiaries: implementing the methodology developed through this project in at least 20 schools in all participating countries, with at least 1000 pupils, 100 teachers and 100 parents and family members attending;3. at inter-institutional level: partnerships with similar institutions and schools to use the Educational Infographics for STEAM and the Guidelines* Impact1. impact on the participants: Increased awareness of the importance of the key-competences, increased knowledge of using and learning from visual contents, increased learning and teaching methodologies and pedagogical approaches,2. impact on the participating organizations: Increased resources for using innovative methods, opportunities for professional development, and internationalization 3. impact on target groups: increased knowledge in the key competences and better results on the PISA tests, and learning through the innovative approach* The potential long-term benefits1. STEAM awareness in the schools and community2. implementation of the Educational infographics methodology in the curricular and extra-curricular activities3. students will be more prepared for the professions of the 21st century4. new partnerships and projects to further enhance the results of this project

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  • Funder: European Commission Project Code: 2018-1-PL01-KA229-051054
    Funder Contribution: 20,527 EUR

    "* ContextThe motto of our Project is: ""We must recreate the classroom to the world where the students live"". The so-called iGeneration who are currently our students, are young people who, in cognitive and behavioral sense, are raised with the digital technology, on the other hand, the majority of teaching stuff do not belong to the digital world of the youth (digital immigrants), and their didactic tools and teaching methods are not adjusted to the new generation of students. We can, therefore, conclude that one of the reasons for increased pedagogical problems and difficulties in transferring knowledge in schools (decreased level of attention, motivation, inclusion, interest, interaction, etc.) and fulfilling of the educational and functional goals in the process is the not adjusted educative system and not adjusted teachers to the new forms of teaching. This means that the didactic methods and teaching contents should be adjusted to the possibilities that the digital technology offers.* Objectives1. the teachers of social studies and humanitarian disciplines to get acquainted with the psycho-social characteristics of the new generation of students, pedagogic-educative results and obligation for re-design of the educational system on macro and micro level.2. the teachers of social studies and human disciplines to get acquainted with the basic elements of digital didactic, teaching 2.0, techniques for using e-content in methodological articulation and elements of web 2.0 in teaching, as well as encourage and educate them how to use them.3. the teachers to conceive digital didactic entry of contents and techniques that will design the changes in cognitive templates and with their didactic skills to start talking in the language of the digital natives* Number and profile of participantsAll of the organization partners in this Partnership are experienced in the field of teaching Social Sciences subjects and they will contribute to a great extent for the realization of the proposal. There is total number of about 45 key persons that will be included with working assignment and in training activities.* Activities1. selection of staff involved in the project, quality assurance, budget control and time management, risk management, acquisitions, financial reports, archiving, reporting to the National Agency and European Commission2. preparation (task and content related activities)3. one transnational project meeting (Poland, October 2018 )4. three short-term joint staff training events (March 2019 in Italy, October 2019 in Macedonia, April 2020 in Poland)5. a training event for development of a handbook (August 2020, Italy) 6. dissemination activities (within the institutions involved in the project, in other institutions, public events and mass media coverage, publications and scientific events, graphic materials and online dissemination).* Methodology 1. establishment of a communication network, informative activities, selection and preparation of participants, specific rules and financial regulations.2. realization of a kick-off meeting and practical arrangements for the training events3. three short-term training events and one for design of a tool for integration of the materials4. dissemination phase with previously defined activities in a dissemination plan5. completion of the project with establishing specific tasks of each partner in the sustainability period, reinforcing the partnership and inviting new partners, planning additional activities * ResultsThe main results of the project are: 1. at institutional / organizational level: developing innovative strategies to implement web 2.0 learning in the curricula based on the events content and on the experience and expertise gained from the project;2. activities with the beneficiaries: implementing the methodology developed through this project and the OERs in at least 20 schools in all participating countries, with at least 1000 pupils, 100 teachers and 100 parents and family members attending;3. at inter-institutional level: partnerships with similar institutions and schools to use OER and ICT in social science and humanities subjects* Impact1. impact on the participants: improved competences regarding implementation of digital didactic in social and humanities subjects; broader understanding of the cognitive and behavioral pattern of the digital natives, ability to adapt the curricula to the needs of the students' cognitive development 2. impact on the participating organizations: innovative approaches to addressing their target groups by providing: more attractive approach in teaching, in line with pupils' needs and expectations, use of ICT-based methodologies; * The potential long-term benefits1. new innovative approach to teaching and learning social and humanities subjects2. implementation of the handbook as a teaching tool3. new projects to enhance the results of this proposal"

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  • Funder: European Commission Project Code: 2016-1-PT01-KA201-022940
    Funder Contribution: 150,300 EUR

    The project aims to create a learning community based on training especially focusing on the fight against school failure and earlyschool dropouts using Art education as a powerful tool. This problem, although with different figures arises in the participatingregions. Art education is not only to be seen as a topic in ‘history, art and culture’ subjects but offers great potential forreaching the Erasmus+ transversal key competences as set out by the Reference Framework: learning to learn, social and civiccompetences, sense of initiative and entrepreneurship and cultural awareness and expression. Because innovation, creativity andentrepreneurship are increasingly important in the current job market, particularly in today‘s rapidly changing society with thedemand for more flexible workers, the project aims at providing the target group with the necessary tools to develop these aspectsamongst early-school leavers through Art education and to build teacher capacity for competence oriented education in anart context. For this target group we expect awareness of the potential of Art education for the acquisition of transversalkey competences and new skills to accomplish these aims in this new context.For Art providers we expect a greater attention for the key competence acquisition potential and better cooperation withschools and teacher training organisations.The consortium aimed at involving the target-groups of the project in the main activities of the project in order to address theirneeds more properly. Thus, a survey will be carried out in all partners‘ countries with the collaboration educators and early schoolleavers. Also, a collection of learning techniques considered as good practices will be promoted. The findings of both activities willcontribute to defining the contents of the Guidebook for Teachers, Trainers and Managers (TTM), two guides “A School for tomorrow’s Europe: Bridging the Gap developing inclusive practice with Early School Leavers” and “School failure and dropping out: innovative didactic and guidance methodologies”. These workshops are going to be one of the major activities to be completed in the 2nd year of the project. As such, the most important outcomes produced so far are two Guides containing, respectively, the conclusions about the current needs of the target groups and several techniques to promote creativity and an entrepreneurial spirit. After the realization of the workshops and the development of the final version of the Guides, an Event to present all the consortium's outcomes implemented in all partner‘s countries will be promoted to present the project‘s results, to experience some of the techniques used at the workshops and also to distribute the final products of the project. Through the project, we are proposing:* to improve school success and motivation,* to fight against school failure and absenteeism ,* to decrease anti-social behavior,* to create growth in extracurricular activities* to have result in fewer learning and behavior problems* to inform parents and community on the importance of education* to increase motivation of the students.

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  • Funder: European Commission Project Code: 2019-1-EL01-KA229-062930
    Funder Contribution: 127,100 EUR

    It was observed by all our partners during education and training that rapidly growing robotic applications in education attracted the interest and attention of the students and helped them to participate classes more effectively and more enthusiastically. Preparing today’s students requires educational systems to provide a core body of knowledge as well as a set of skills neede. At the same time the rapid growth of digital tools available increase the challenges of nowadays. The high exposure of 21st century students in web 2.0 tools, devices, and environments opens a window of new affordances, challenges, opportunities, and skills for learning/teaching and assessment. The project is expected to have a fundamental and lasting impact on pedagogy and innovation in practice of teachers across Europe, modernizing and making more relevant and motivating many aspects of the teaching activity, through the use of new technology. The project has major potential for enhancing student understanding, reflection and collaborative contributions to the creation of knowledge in school across different subjects. The project also aims to influence students' (and teachers') attitudes, particularly their awareness of major issues such as global climate change and the importance of observing and monitoring the natural world, and to improve their knowledge and respect for the environmentProject aims: 1. Develop in students basic knowledge (based on national curriculum) and a set of skills necesary for 21st century students2. Implement at school learners’ centred approaches based on self-regulated learning, self-reflections, peer assessment, collaborative work , etc3. Use of relevant technology Robotics, Coding, Computational Thinking in order to engage students in the learning process4. Create a at schools framework to introduce innovative learning and teaching practices and this will be done through improving teachers’ competences to implement innovative teaching approaches and also prepare teachers to assses students’ learning (both knowledge and skills)Outputs:Organizing training workshops, materials, services and resources to assist teachers design learning tasks for aligning learning goals and assessing transversal skills using ICT affordances and opportunities. Sharing professional practice in relation to the development new learning and teaching methods and assessment of transversal skills.A website with ten learning practices by country ready to use at the classroom on different subjects (using robotics, coding, etc) The materials will be in own laguage of the participants and in English.There will be organized 5 LTTs (one per country) lasting 5 working days:Italy - Computational thinking;Turkey - Use of 3D printer;Poland - Circuit drawing, simulation, animation and PCB drawing: Proteus;Romania - Own designed robotic projects;Greece- Open Source Coding: Scratch and Mblock Programming Languages.To guarantee that the project is executed within scope, time and budget, assure the effectiveness of the project activities we create a Project Executive Board (PEB): main decision-making board, formed by one representative from each partner. It will define the strategic objectives, solve any conflicts between partners, manage necessary changes to the project and exploitation of common results.

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