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Liceul Tehnologic Sebes

Country: Romania

Liceul Tehnologic Sebes

3 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2021-2-TR01-KA210-SCH-000048395
    Funder Contribution: 30,000 EUR

    "<< Objectives >>This Project is designed to address disabilities, social, economic and geographical barriers that students face in accessing educational opportunities. As the partners from different social and cultural backgrounds but experiencing similar barriers, we associated with each other to produce solutions and to create a new dimension for each of us. Participants'll realise diversity and develop a sense of empathy while developing their digital competence and daily living skills.<< Implementation >>The project is built on there-step activities.1.""Flowers in Our Bouquet"" is designed contribute to our teachers’ professional development and to promote the use of inclusive teaching methods and technologies, which will develop the quality of teaching and learning in our schools2.""Included with Basic Digital Skills"" is designed to focus on diversity and digital tools in an inclusive environment3.""I Can Make It"" is designed to build a authentic daily living experience for participants.<< Results >>All the participants’ll realise diversity and develop a sense of empathy. We’ll create a culture of inclusion through raising awareness on disabilities, social, economic and religious backgrounds. We’ll support our teachers’ professional developments by promoting the use of inclusive teaching methods and technologies. Students'll increase digital literacy, learn e-safety, improve teamwork, language and daily living skills. The capacity of our school into crossborder exchanges will develop, too."

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  • Funder: European Commission Project Code: 2021-2-LT01-KA210-SCH-000049221
    Funder Contribution: 60,000 EUR

    "<< Objectives >>The aim of this project is to ensure the use of natural materials in at least 80% of the Science and Mathematics activities to be carried out by the partner institutions and to increase the number of activities to be held in nature. In this way, we hope to increase the skills of students by improving the competencies of teachers in this regard, to bring environmental awareness to students at an early age, and also to raise awareness of the environment.<< Implementation >>Four LTT meetings are planned in the project. In these meetings, where training and activities related to Science and Mathematics education will be organized with natural materials, teacher competencies will be increased about the project theme. The plans of in-class/out-of-class activities to be organized using natural materials will support the creation of the final product of the project. The results of the activities will be disseminated by all channels used in the project.<< Results >>In addition to the achievement of project goals(increasing number of activities with natural materials and environmental awareness), outputs such as logos, posters, reports, evaluation results and digital contents to be produced during the project activities, the final output of the project will be a good practices booklet on ""Teaching Science and Maths with Natural Materials in Preschools"". This output will be produced in English as well as in all partnership languages."

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  • Funder: European Commission Project Code: 2020-1-SK01-KA226-SCH-094386
    Funder Contribution: 162,356 EUR

    Coronavirus pandemic has caught our formal education sectors by surprise. It has thrown both our teachers as well as students to the reality of online distance learning. The digital online tools used for distance learning were oftentimes disengaging and not user friendly to students nor teachers. Skills as competences of teachers to use these tools, were also low in many cases. In this context, sChOOL GAMES project will tackle some of these key challenges that our education system faces and which were highlighted by the COVID19 pandemic through achieving these objectives: O1: To develop quality and free educational software - 3 digital educational gamesO2: To develop understanding how best to incorporate digital games into subject-specific teachingO3: To train and build the capacity of educators to provide high quality, inclusive education through digital games.These objectives lead to fulfilment of the overall goal of our project, which is to equip educators, notably high school teachers, with innovative digital tools (digital educational games) and build their capacity to deliver high quality inclusive digital education. The main benefactors of reaching this goal will besides teachers be the students themselves, who will have an opportunity to progress their knowledge, skills and competences through these games in three high school subjects: History, Geography and Biology.We will design these games in a way, which will conform to the curricular needs of the teachers in high schools. We will achieve this through numerous consultations with the teachers, and also public institutions dealing with curricular plans as well as pedagogical methodologies.Mobile games together with pedagogical methodologies developed in this project will be used in two ways:• as a teaching tool (technology helping the teachers to teach; Teaching with mobile gaming technology), and• as a learning tool (technology helping the learners to learn; Learning with mobile gaming technology).TARGET GROUPS: 1. The primary target group are educators, notably high school teachers, who will be equipped with hands-on tools and methodologies and trained to apply them in their work 2. The secondary target group, which will benefit from tools developed by the project: - school students, - students’ parents

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