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SOU Gimnazija Koco Racin

Country: Former Yugoslav Republic of Macedonia

SOU Gimnazija Koco Racin

12 Projects, page 1 of 3
  • Funder: European Commission Project Code: 2018-1-PL01-KA229-051254
    Funder Contribution: 55,770 EUR

    "The project is a cooperation for innovation and exchange of good practices among4 European schools from Poland (the coordinator), Macedonia, Turkey and Romania. The project duration is 24 months starting from 1 October 2018. The participants of the project are students aged 15-18 attending comprehensive or vocational schools.The project title is: ""The mystery lies in QRs- coding and decoding in education."" The objective is to work out interesting activities with the help of QR codes during different subject lessons. In these activities QR codes are combined with Project-Based Learning and Game-Based Learning. The use of QR codes involves the students’ use of their smartphones in order to read the encoded message. The message can be a text, a picture, a recording or a video. The expected result of the project is students’ greater engagement in the classroom activities and better academic performance. What is more, students make use of their phones during the lessons, which makes mobile phones useful educational gadgets. The method is deeply imbedded in the digital era because it involves creating videos and podcasts by students themselves.This aspect of creating educational content and not just being lectured on it has an extremely positive impact on students’ development based on freedom of choice in content and method.Work on the project in the initial phase is to acquaint the teachers from the participating schools with the technical aspects of this tool. It turns out that very few teachers from all the partner schools know what QR codes are, not to mention Augmented Reality (Aurasma) which is a more developed version of QR codes. The aim of the project is to adapt the solutions that have been used in commerce to the needs in education and measure their impact on the teaching process. The project includes many activities, some of which are completed during 3 short-term exchanges of pupils. The core is to test QR codes in many subject classes and do projects based on them. Every exchange will be devoted to difeerent types of activities. In Turkey students will take part in The Treasure Hunt Game and other activities based on Game-Based Learning. The Romanian exchange will concentrate on Project-Based Learning and will offer the students a variety of projects connected with the professions taught in the Colegiul Tehnic in Braila. The third exchange will take place in Poland where all the participating teachers and students will experiment with Aurasma – the tool of the future. During the project students from all the partner schools will have an opportunity to learn cultural background of the partners' countries and practise linguistic skills.The project touches upon the tools which are complete novelties to all the schools taking part in the project. The dissemination activities and events will spread the good practice among teachers outside the participating schools and encourage them to be more technology-friendly. The results will be placed in The Erasmus+ Results Platform to inspire teachers from the whole Europe to use technology in the classroom on a daily basis."

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  • Funder: European Commission Project Code: 2015-1-MK01-KA201-002849
    Funder Contribution: 133,046 EUR

    The project Summary is in English

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  • Funder: European Commission Project Code: 2019-1-PT01-KA229-061402
    Funder Contribution: 127,380 EUR

    *Context:Mathematics is the key to opportunity. No longer just the language of science, mathematics now contributes in direct and fundamental ways to business, finance, health, and defense. For students, it opens doors to careers. For citizens, it enables informed decisions. For nations, it provides knowledge to compete in a technological community. To participate fully in the world of the future, world must tap the power of mathematics. Medicine provokes math for answers.Not only Math teachers, but also Science, Sport, Art teachers have a mission to provide a supportive and stimulating environment for mathematics innovation and education for our students, and in doing so, with an interdisciplinary approach to contribute for health and well being of their students. In that path, with joint forces they will develop innovative methods for improving key competences of students, positive attitudes for healthy lifestyle, encourage students to careers in Math and Medicine and strengthen the profiles of the teaching professions. Students are extremely curious and impressionable, so instilling an interest at an early age could spark a lasting desire to pursue a career in any of these fields. By the time a student is ready to enter the work force, they must have enough knowledge to make invaluable contributions to our nation’s STEAM industries.*The objectives of the project:-to implement innovative and interdisciplinary approach, involving different STEAM disciplines for promoting learning based on real problems and innovative approaches to teaching contexts of math and medical science-to reinforce the centrality of the student as part of a training process, boost motivation to learn, the ability to build its own learning&training path, the sense of responsibility with respect to the future path-to stimulate interest in students towards a knowledge proposed by experimenting, with forms of learning on the job in real situations-to develop skills of self-orientation and train students to think critically and independently about the applying Math in Medicine and the challenges it creates for ethics,health,security, business and individual decision-making-to build pathways to careers that are deficient-to provide excellent, hands-on learning opportunities for students*Number and profile of participants:All of the organization partners in this Partnership are experienced in the field of teaching STEAM subjects and they will contribute to a great extent for the realization of the proposal. There is total number of about 80 students and 32 teachers from five partner schools that will be included in the student exchanges and activities.*Activities1.selection of students and teachers involved in the activities, quality assurance, budget control and time management, contracting with host families, risk management, archiving, reporting to the NA and EU2.Four LTTA with students3. One Short-term joint staff training events4. Self evaluation instruments5.dissemination activities (within the institutions involved in the project, in other institutions, public events and mass media coverage, publications and online dissemination).*Methodology1.months 1-2 (establishment of a communication between partners)2.months 2- selection and preparation of participants, specific rules3.months 6, 9, 14, 21 (students exchanges)4.month 1 (LTTA with teachers)5.months 2 - after (follow up phase with direct activities with the target groups)6.month 2-after (dissemination phase with previously defined activities in a dissemination plan)7.months 20-24 (completion of the project with specific tasks of each partner in the sustainability period, reinforcing the partnership and inviting new partners)*ResultsMain results of the project will be innovative educational method of learning mathematics with interdisciplinary approach with Medical science and creation of educational material Toolkit,lesson scenarios,videos, presentations, Catalogs, Illustrations, games, puzzles, exercise tools, Comic books,Posters, databases, models, Quizzes, Art books. Logo and website of the project, Films and Picture Gallery from Mobility, promotional materials*Impact1.Impact on participants:-improved assessment of the key-competences (mathematics and digital skills)-innovative approach to teaching math and integrated methodology of good practices-engagement, enjoyment and achievement in STEAM subjects-increased creativity, problem-solving skills-enhanced professional development of teachers involved in the process of education2.Impact on target groups:-21st century competencies-Increased problem-solving skills-Engagement, interest, enjoyment and achievement in STEAM subjectsThe potential long-term benefits1.new innovative approach to teaching and learning applied math in medicine2.implementation of the Toolkit in the curricular and extra-curricular activities3.new partnerships and projects to further enhance the results of this project

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  • Funder: European Commission Project Code: 2021-1-PL01-KA210-SCH-000027201
    Funder Contribution: 60,000 EUR

    << Objectives >>1. Ensuring young people to acquire social, civic and intercultural competences, by promoting democratic values and fundamental rights, social inclusion and non-discrimination, as well as active citizenship2. Promoting intercultural dialogue through all forms of learning3. Encourage young people to actively take part in the society to feel less socially excluded and gain self-esteem4. Raise awareness of the common history and values of the EU5. having a sense of self-value and higher esteem<< Implementation >>1. selection of students and teachers, quality assurance, time management, risk management, archiving, reporting 2. developing effective measures to deal with social and cultural inclusion3. 4 students exchanges: Sport as an ambassador of social inclusion, Overcoming cultural obstacles by embracing our heritage, Equal opportunities for all and entitlement to human rights, Participating in the society to promote democracy and global citizenship4. evaluation and dissemination activities<< Results >>1. at institutional level: developing strategies to implement the concept of social inclusion and provide equal opportunities for all learners;2. activities with the students: they will be aware of the importance of inclusion, healthy living, cultural heritage, human rights and democracy; they will have opportunity to experience internationalization, and spread the positive impact over their peers, having made friends; 3. at inter-institutional level: partnerships and future school exchanges

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  • 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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