Powered by OpenAIRE graph
Found an issue? Give us feedback

Zakladna skola Benkova 34

Country: Slovakia

Zakladna skola Benkova 34

4 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2019-1-SK01-KA201-060658
    Funder Contribution: 247,520 EUR

    << Background >>The project NET has been applied before COVID-19 pandemic, in the era when computer-based education practices and internet-based projects have been developed student-centered teaching transfer studies from teacher-centered instruction. Teachers, who are the stakeholders of education, were in a key position in achieving the highest possible benefits of using technology in schools. From this point of view, the concept of the NET project aimed to contribute to the development of the skills and knowledge of the teachers to diversify their capacity in the digital area. The idea of the NET project focused on objectives related to the learning content delivery tools via ICT and promoted innovative methods and didactical approaches, developing learning materials and tools as well as actions that support the effective use of ICT in education.The current crisis caused by COVID-19, highlighted the importance of the NET project goals as the need to teach in primary schools using digital technologies and online platforms has become more prominent than ever. In order to optimize didactic, methods and learning resources to make distance learning as much effective as possible, huge efforts after March 2020 were being made around the world.<< Objectives >>Nowadays, with the aim to design new learning content relevant for distance forms of education, the discussion is being made on the level of readiness of schools for effective distance education. The question of the readiness of schools for distance education is very broad and it does not concern just the equipment of schools with ICT, but also, the skills of teachers to implement effective distance learning. Considering this, the NET project overall aims have been defined as follows:- To develop cooperation between the community, school, teachers, and students through the use of advanced information technology tools.- To support learning environments with educational software, electronic references, application software, and educational games.- To integrate information technology tools into any learning environment.- Providing access to all sorts of advanced information technology tools throughout the life of each student.- To provide all teachers with the ability to use the right information technology tool at the right time and in the right place.<< Implementation >>The NET project was managed by SUA with the strategy, which divided the project into 7 work packages, and responsibilities of all partners were assigned based on their knowledge and experiences for each field:WP1 – Project management WP 2 – Evaluation, Valorisation, Quality Management WP 3 - Dissemination and exploitation WP 4 – Curriculum & Training scheme WP 5 – e-Learning Platform and Open Education Resources -WP 6– Educational game WP7 - Pilot evaluation In the frame of these work packages, the following activities were done (detailed description follows in relevant sections of the report):- Panel of experts was established and includes at least one expert from each organisation. - Four TNM were organized face to face, one online.- During the whole project lifetime, the permanent evaluation of the project activities and deliverables, review of the dissemination, and presentation activities were provided by responsible partners in close cooperation with the project coordinator.Three Intellectual Outputs were developed:- IO1: Curriculum & Training scheme- IO2: e-Learning Platform and Open Education Resources - IO3: Educational game.<< Results >>Through the synergic effect of international cooperation, transfer of innovation, and development of innovations and additional values, the 7 partners from 6 countries set up the main intellectual outcomes of the project:- IO1: Curriculum & Training scheme - in this material, the suitable techniques, learning approaches, and learning content used in the following online courses and game were identified:o Planning the lessons,o Interactive resources and multimedia posters,o Interactive Robotics Hardware,o Virtual reality,o Collaborative tools and social media,o Video and image processing, YouTube channels,o Gaming and gamification.- IO2: e-Learning Platform and Open Education Resources - Within the platform, a training course with all 7 modules is available for all users interested in the topic.- IO3: Educational game -together with the e-platform gives access to all the OER (textbooks, presentations, multimedia, 3D objects, and constructions) developed as well as the training schemes. Except for above mentioned main outputs of the project, the partnership developed the following deliverables:- NET Project Management Guide and Action Plan,- Quality Management and Evaluation Plan,- Dissemination Plan.

    more_vert
  • Funder: European Commission Project Code: 2020-1-SK01-KA201-078297
    Funder Contribution: 252,670 EUR

    "In the current crisis caused by COVID-19, the need to teach in primary schools using digital technologies and online platforms such as e-learning has become more prominent than ever. The situation, on the other hand, places great demands on parents who are to ensure ""distance learning"" without being methodically prepared for the situation. The ALIVE project provides a solution that can help eliminate the situation in the future, as it combines the benefits of online (or, better said distance) education with traditional face to face classroom teaching. Through virtual reality and the 3D world, it will enable the teacher to conduct distance learning - in virtual reality - but at the same time to be in direct contact with their pupils as if they were in their own classroom. A significant advantage is the potential of digital technologies for an interesting form of knowledge presentation.The main aim of the proposed project is twofold:1) To assist pupils in better studying and learning biology with the utilization of new educational technologies. Specifically, a 3D virtual reality educational environment will be developed possessing innovative educational infrastructure, and offering immersive and efficient learning opportunities, engaging students in various educational activities, learning scenarios and offering students an attractive, entertaining and efficient way to learn various topics of the challenging domain of biology/natural sciences. The pupils will have the ability to virtually visit living labs, immerse into the cell or travel through photosynthesis cycle, perform experiments, explore procedures and phenomena, examine the ways that are conducted and also be guided towards analysing and explaining them through the scientific method.2) To help the teachers to educate pupils in both situations - in an attractive way during their face-to-face lessons as well in the situation when they cannot participate personally in the classroom.The virtual educational environment and the living labs will be designed in a way that supports pupils to form appropriate mental models of involved concepts, by visualizing them and allowing interactions with the real-life phenomena and processes. When pupils learn new abstract concepts, it is quite hard without appropriate connection to concrete examples. The 3D virtual reality educational environment and the visualization of procedures aim to help pupils connect abstract concepts and procedures to concrete experiences and examples. Indeed, one of the most vital and promising affordances of the 3D virtual environment is to provide spatial instruction. Also, by teaching the students to study in 3D virtual reality and by using visualization techniques their spatial cognition can be enhanced.In line with above mentioned, the target groups of ALIVE project can be defined as follows:TG1: Teachers at the primary and secondary school level (ISCED 2-4).TG2: students/pupils aged 10 - 15 who study at most at lower secondary school.TG3: Entities which are interested in offering courses in biology/natural sciences.The project will produce outputs that are completely new and innovative in terms of learning methods in biology education, content of courses and school education approaches in virtual reality environments. Through synergic effect of international cooperation, transfer of innovation and development of innovations and additional values, the 6 partners from 5 countries set up main intellectual outcomes of the project:O1: Design of Curriculum and Innovative Learning Material for Biology O2: Game-based 3D Virtual World Educational PlatformO3: User Guide for teachers"

    more_vert
  • Funder: European Commission Project Code: 2022-1-PL01-KA220-SCH-000086010
    Funder Contribution: 250,000 EUR

    << Objectives >>VR4Chemistry project aims to reflect the need of partners and target groups in two directions:-Innovative technology implementation to school education-The COVID pandemic findings for methodology of distance/blended learning in school education.The training content and learning scenarios will focus on:1, Assisting pupils to better understand the chemistry phenomena with the utilization of new educational technologies.2, Develop methodology, which will help teachers prepare educational m<< Implementation >>During the projects lifetime following activities will be organized with the aim to meet the project objectives:-Four transnational meetings of the consortium of partners-Three project results development-Five workshopsPilot evaluation<< Results >>The following list provides an overview of all project results that will be realized in the frame of the VR4Chemistry project:-R1: Learning Scenarios and Open Educational Resources for Chemistry-R2: Game-based 3D Virtual World Educational PlatformR3: Training of the teachers (handbook)

    more_vert
  • Funder: European Commission Project Code: 2020-1-LT01-KA229-077897
    Funder Contribution: 173,660 EUR

    "The main objective of our project which is titled Life is maths around us. The aim is to increase levels of achievement and interest in science, technology, and mathematics, with the priority of reinforcing the development of key competences. The main problem that was noticed by all partners was the pupils low scores in their exams, tests, or PISA tests, especially in mathematics. This problem is what inspired the emergence of this project and its attempts to raise the interest of students in science through engaging activities. All of the activities of the project are purposefully carried out to achieve this goal. The target group of the project is students who share one thing in common and that is boredom in classical mathematics lessons. The project involves students with different abilities, even those with special needs. Teachers are also lifelong innovators who are not afraid to try or make mistakes. The parents of students are those who want a comprehensive and quality education for their children. The project will involve about 1200 students in those various activities. The tasks will be done by about 360 students. We believe that more than 80 teachers and about 200 families will contribute too and feel the impact of the project. There will be 20 students living in vulnerable families. The project will be conducted in six stages, and for each stage, one school will be responsible for everyone from their own schools involved in similar activities. With these same activities during mutual school visits. They are to coincide with the priorities highlighted in the project. The project includes six school meetings organized in each partner's training schedule. Each meeting is planned from the perspective of school preparations and is made to present the results of these activities. Which includes exhibitions, lectures, and presentations. All results are published on the project's website (PADLET), school websites and on the e-Twinning platform. During the meeting, the host school organizes educational research and cultural activities for students. Presenting its best practices and results showing strong teaching areas to guest teachers. Schools are not constrained in their choice of methods for action, but they must be focused on the choice of topic which is the backbone of the schools' process.We will raise the results of the maths exams and tests for the schools, on 3-5% is likely, but we will certainly encourage a lot of the students to do research, explore the world and discover many wonderful things. For this, we have prepared unique and attractive project activities during the meetings. Between meetings, students will do many original creative activities. Attracting the interest of these young people, with the view of helping them to get to know the world better. The project's activities will provide more knowledge, curiosity, and self-confidence among the students. During project meetings, students will learn how to communicate with younger students whose English is not quite as advanced as theirs. Helping them with making the right choices, adapting to other cultures and traditions, encouraging them to be far-reaching multicultural European citizens. Such students will not drop out of science at a young age. With the hope that they will find their favorite hobby and realize that science is important and has a place in society. Teachers from six different countries in Europe and Asia will have the opportunity to exchange opinions and experiences. Allowing them to observe different methods of teaching, and trying out new strategies for two years. Each country will create one student exercise and discovery book, which will have at least 6 tasks. So we will have 6 unique exercise-books for extra work, lasting the students for some years. We will create 6 different tangible maths games with puzzles and 96 cards for mental counting that they will find in every school's library. All of the methodological material on the six maths integration topics will be available to everyone on the e-twinning platform. There will also share ""PI day"" ideas and tasks, 4 Nature Research Methods, 4 computer games that will be created during the project. We will create 10 STL files ready for 3D printing that will create building details, dominoes, and geometric bodies for math games. All these intellectual assets will be made available on the e-Twining platform and accessible to every innovative teacher.This project is a follow up to the Active, Attractive and interactive EU Mathematics project. Our project may also be complemented in the future by other more recent mathematical teaching methods, with the integration of other subjects and practical life issues. Each school will be able to continue the celebration of maths days, practical works with the following generations of students. And of course, discover something new. Well, beautiful relationships between people can last for the rest of their lives."

    more_vert

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

Content report
No reports available
Funder report
No option selected
arrow_drop_down

Do you wish to download a CSV file? Note that this process may take a while.

There was an error in csv downloading. Please try again later.