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FIS

FAKULTETA ZA INFORMACIJSKE STUDIJE V NOVEM MESTU
Country: Slovenia
14 Projects, page 1 of 3
  • Funder: European Commission Project Code: 287453
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  • Funder: European Commission Project Code: 609698
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  • Funder: European Commission Project Code: 2021-1-SI01-KA220-SCH-000023782
    Funder Contribution: 165,808 EUR

    << Background >>This project aims to promote innovative ways of teaching STEM outdoors in particular to girls and underprivileged children aged 8-16. The rationale is that the target group is underrepresented in STEM occupations and with the project we aim to motivate them to consider STEM-oriented careers. Recent studies have shown that children are better susceptible to STEM subjects, therefore we want to enhance their curiosity with the possibilities that STEM offers. At the same time, we aim at bridging the gap between digital technologies with real nature by designing and implementing combined STEM activities: online and outdoors. As a result, students will not only have knowledge but will also get equipped with skills for solving real complex problems required in today’s world. Another known problem that children face is the application of theoretical knowledge in nature. To overcome such problems, the project aims at defining difficult theoretical tasks and offer various implementations of the theory in the natural world. Through using a guided mobile application, using gamification elements for motivation, students will be able to easily understand the connection between theory and practice.<< Objectives >>The project has four objectives. 1. Creation of outdoor possibilities, for example, trails, for schools and their pupils to engage in collaborative activities for practicing STEM knowledge by using digital tools but outside of traditional school settings.2. Bridging the gap between theory and practice by introducing educational experiences and interdisciplinary approaches to solving real-life challenges. Tasking pupils with real-life challenges will help them understand the relevance of STEM knowledge in daily activities.3. Flexible and inclusive e-toolkit. E-toolkit will offer teachers and students a description of various possibilities for practicing STEM in nature. It will consist of e-materials and a freely accessible mobile app that will help in discovering activities and outdoor STEM trails for different pupils’ ages and interests. 4. Increase the motivation of girls and underprivileged children to engage in STEM activities.<< Implementation >>Each primary school will develop two trails, or six altogether including the STEM activities on each of the trails. All partners will develop a GREEN&STEM e-toolkit (e-learning space) with a description of all activities and trails for all ages. The e-toolkit is an easy-to-use and ready digital collection for outdoor science and STEM activities, with a specific focus on girls and underserved communities. The GREEN&STEM e-toolkit will be a basis for developing a mobile app by FIS. Development of an outdoor STEM educator guide (e-learning space) to engage students with STEM activities. We will create a project webpage (by FIS), a Facebook page, and a YouTube Channel (by SIM) and organize multiplier events for the promotion of the project results.<< Results >>Established six trails with STEM activities. Preparation of an e-toolkit GREEN&STEM and a mobile application GREEN&STEM. Project promotion and increased motivation in girls and underprivileged children for considering STEM careers by organizing three learning, teaching, and training activities in the partner schools in Slovenia, Spain, and North Macedonia. Organization of three multiplier events for the promotion of the project activities, one in each country. Established project webpage, a YouTube channel, and a Facebook page.

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  • Funder: European Commission Project Code: 2021-1-SI01-KA220-VET-000034641
    Funder Contribution: 193,930 EUR

    << Background >>One of the biggest challenges faced in the education system is that people learn in different ways and at different rates. Although each of the students has different levels of learning abilities and different interests, a uniform education is tried to be implemented in schools. However, it can be said that some students 'analytical thinking skills are more dominant, while others' creativity or communicative skills are more dominant. The evaluation process in open and distance education, in which learning / teaching activities are carried out between teachers and students physically in different places and using various communication technologies, has various limitations compared to traditional educational environments due to the existence of different types of interaction between teachers and students. As in the face-to-face learning environment, the teacher does not have the opportunity to evaluate the students according to their participation in the class and the quality of the questions they ask, as well as their written work. It is possible for the grades given to students especially for distance education to be fair, correct and honest only with measurement and evaluation systems that will be developed with respect to professional ethics.For this reason, artificial intelligence (AI) methods, which were used for industrial or military purposes, have started to show themselves in the field of education as in every field. It has been stated in various researches and reports that it is aimed to use AI technologies to customize educational materials of each student according to their abilities, preferred learning style and experiences.Similar studies state that 47% of learning tools are expected to be equipped with artificial intelligence capabilities by 2027.<< Objectives >>To achieve this 7 partners will work for 24 months to enhance peace education competencies of teachers and students :- To provide teachers and students with a conceptual understanding of Cloud Computing education.- Searching and determining the best paths in IT-based training.- To increase students' interest and motivation and decrease school dropout accordingly- To develop students' creativity and problem solving skills by supporting group and team work.- To train qualified individuals in the cloud field- To use artificial intelligence technologies in education<< Implementation >>7 different work packages (WP) have been prepared to achieve the project objectives.Each of the work packages will be managed by one of the project partners. The strengths of partners are discussed in the selection of partners responsible for business packages.1) Management2) Development of IO13) Development of IO24) Development of IO35) Sustainability6) Dissemination and use7) Monitoring and Evaluation<< Results >>Tangible results:- State of Art Analysis will be done about the target group (Vocational education teachers-lecturers and students). In this analysis, it will be aimed to develop the O1 / FCC and determine the content subjects of the Online Education Course teaching modules. A report will be published by FOS University with the support of academicians.- After the needs analysis, a framework designed for Cloud Computing will be developed. Our framework will reveal how innovative teaching modules should be in order to increase the competence of teachers and students in the field of Cloud Technologies according to DigComp and DigCompEdu frameworks, to eliminate the digital content deficiencies that emerged during the COVID process, to raise individuals with the qualifications that the labor market is looking for and to facilitate employability.- LMS system will be developed by PAYDAŞ in accordance with the determined framework.-An Open Online Course will be developed (O3 / OOC). The Education Framework (O1 / FCC) developed with State fo Art Analysis will be used for the training content of the online open course.- Innovative algorithms will be designed for our Assessment platform under the leadership of MYKOLO and with the help of NEFINIA and PRIOS.-It will be ensured that artificial intelligence algorithms are placed in the innovative and modern part of the assessment platform to be developed due to the fact that the number of assessment tools that teachers can use in the assessment of students and help them in vocational education is almost negligible.- Our intellectual outputs will be piloted on educators and students.- For the promotion and dissemination of all our intellectual outputs; Slovenia, Turkey, Lithuania, Croatia and Romania will be held at 5 Multiplier Events.Intangible Results:- IT management upgraded in vocational education environments- Increased motivation of teachers and students with improved course contents- Decrease in absenteeism and drop-out rates due to increased motivation of students- Increasing awareness and increase of knowledge in the field of informatics- Wide cooperation in the field of Cloud Computing- Increased motivation to industry 4.0 technologies and future professions- Increased personal and professional development for students and teachers- To motivate teachers and students to use innovative IT techniques and learn foreign languages.

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  • Funder: European Commission Project Code: 2020-1-TR01-KA201-094671
    Funder Contribution: 115,752 EUR

    "The gamification method, which is used frequently today, is known as the material that provides benefits in educational environments and helps students to create meaningful learning.In the literature, digital games are used in all areas of education.English education is one of these areas.Since English is an abstract and difficult to learn course for students, it is known that students have problems in this subject and countries are not at the desired level.According to the new generation of high school students, the fact that the textbooks / activities are both ordinary and boring, and that these students are more focused on university exams cause them to graduate quite inadequately about their English knowledge and skills, and to realize the necessity of English at a time when they are put into real life.However, regardless of the profession chosen by the students, the fact that they need to have digital competence and English skills should not be ignored. Considering the situations described above, it is thought that digital educational games that will be applied by gamification method will contribute to the English education in high schools.The project ""A New Approach in English Education: Gamification"" is connected with development and exchange of good practices between Turkey, Italy,Portugal and Slovenia in the field of art supported gamification activities involving transmission of the educational process.The main aim of our project is to enable teachers to integrate technology into English courses by using information and communication technologies (ICT) tools in English lessons, which are different from traditional classroom environments, especially in English courses, with low academic achievement, lack of selfconfidence towards English, reluctant and irrelevant students who have anxiety and concern Motivating against learning English, making learning and teaching process more attractive and enjoyable in English, which is often perceived as abstract, complex and difficult; to provide a positive effect on English lessons by using students' interest in computer games and technology.With this project; In addition to increasing their knowledge, skills and competences in English, students will have the opportunity to improve their skills of regulation, thinking and social skills while they learn English. We aim to deal with daily life problems that require problem solving and decision-making skills in a more comfortable way.Experts predict that 90% of future professions will require digital skills. For this reason, it is important for students and educators to have knowledge of daily digital technology experiences for educational institutions. The project will include 4 Learning Teaching Training Activities (LTTA).- Innovative Gamification Practices Material Development Study-1 (Short term joint staff training activities in Slovenia)- Innovative Gamification Practices Learning Activity (Short term change of student groups in Italy)- Innovative Learning Material Development Activity of -2 (Short-term joint staff training activities that will take place in Turkey)- Innovative Gamification Practices Learning Activities (Short term change of student groups in Portugal) Concrete Outputs of Our Project: -Online Applications Digital Book for English Lessons That Can Be Used in Gamification Method -English Lesson Plans on Gamification Applications -Imagine, Design, Produce Banner Design Competition -""My english Story Book"" and "" Cartoon Magazine"" writing event Workshop and Exhibition -Workshop: ""The Role and Importance of Gamification in English Education"" -Conference: ""Gamification in English Language Teaching"" -An international article"

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