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Trabzon University

Trabzon University

4 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2022-1-TR01-KA220-SCH-000089378
    Funder Contribution: 120,000 EUR

    "<< Objectives >>The objectives of the project are as follows:1-To develop an innovative interdisciplinary activity framework in the field of Montessori-based unplugged coding and robotics.2-To create a competency framework that defines the knowledge, skills and attitudes of teachers and academics within the European framework.3-To develop problem solving, creative thinking, logical and algorithmic thinking skills in early childhood education.<< Implementation >>M 2: KTU (Turkey) - Kick-Off MeetingM 5-M13 : Creating an ""Open Online E-learning Platform and Open Educational Resources"" M 5: Unplugged Coding and Robotics-1 (Distance Learning)M 7: Unplugged Coding and Robotics-2 (Distance Learning)M 8: Montessori Learning activity (Slovenia)M 14: 2nd meeting Cuéllar (Spain) M 21: 3rd meeting Bari (Italy)-Montessori Aproach M 28- 4rd meeting: Ljubljana (Slovenia)M 32: e-ConferenceM 35: 5th- Final Meeting (KTU)-workshop M 36: Online Final Meeting<< Results >>*Project handbook, brochures and posters*Project Website and Social Media channels*Open Online E-learning Platform*Montessori based unplugged coding and robotic e-learning contents modules, open educational resources*Montessori based unplugged coding and robotic activity framework plan and materials*Data collection tools (observation form, rubric, interview form, questionnaire, scale and checklists)*Activity booklet, interactive e-book*Statistical analysis, reports and publications"

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  • Funder: European Commission Project Code: 2019-1-TR01-KA202-075158
    Funder Contribution: 148,012 EUR

    "Europe's population is getting older. The share of people aged 65 years and over is increasing in every EU Member State, EFTA and candidate country (Eurostat '17). Turkey, e.g., is one of the world's youngest countries, but it is among the top 10 in the world's fastest ageing. The situation of demographic change is similar in the other partnering country in this project: Austria, Latvia, Spain, Italy. Correspondingly, the growth rates for travellers over 65 years have been increasing over the years - and are even higher than those of other age groups (Analyse Lifestyle 2017). In Spain, e.g. the national institute of statistics censed 3,593,857 travellers, on average 43 years old (2017) and they have seen an increase of 5% in terms of travellers who decide to consume a rural getaway more than once a year. - To this, the tourism sector needs improvement based on new educational approaches and instruments that the ""Silver Travellers"" project wants to provide in order to upgrade respective customer services offered.TANGIBLE RESULTS of the project: The SILVER TRAVELLERS project aims, through the development of mobile learning and professionals' key skills learning material relevant to the labour market and considering the usage of European Instruments (ECVET/ECTS) to close an existing gap in the provision of modern technology learning in the rural tourism sector facing new market challenges. The SILVER TRAVELLERS (IO1) aims at providing access to formal contents that can be used as mobile learning. Hence, this project will provide formal and sequenced learning objects using prompts in different formats, namely audio, text, videos e.g. Being open to public for free download; a Creative Common Licence will be agreed in the partner contracts. (Horizontal priority of Open education and innovative practices in a digital era).Our project also develops SILVER TRAVELLERS - professionals' key skills: skills cards for improved learning pathways and learning material that answer initial and continuous vocational training aspects.The project wants to: provide VET/ HE for working in tourism education with systematic approaches to and opportunities for the initial and continuous professional development of their staff in both school and work-based settings, support educators in this field with new technology solutions for their training.Rural tourism enterprises shall receive results and have a clear competitive advantage by employing Silver Travellers' trained staff and thereby better attract new customer segments to their benefits. Main participants: - Tourism SMEs (mainly in rural areas of the partner countries) and their staff, receiving new skills and benefits- Educators applying the SILVER TRAVELLERS instruments and working with target groups from the tourism sector focused on opening new niche markets Actively participating in the project: 100 partner staff members, 200 learners, 100 VET/tourism provider organisation reps, 80 policy makers/stakeholders Through the application of the European Qualification Framework (EQF) during this process, the VET system will improve its quality and the participating training institutions will benefit from increased internationalisation, through the transnational cooperation within the project consortium. A Peer Group consisting of trainers, job counsellors, tourism representatives will offer feedback throughout analysis and definition of the key competences and the creation of the new skills cards and mobile learning contents. The project consortium is composed of six partners: The educational institution Turkish Vocational College of Tourism, the Sera Lake Hotel, BEST Institut (a private training institute), KOAN a tourism consultancy, the Latvian Country Tourism Association and CONFAPI (a social partner in Italy) provide the necessary expertise and network in the field of Tourism and also the important link to the business sector. The College will provide academic input to research analysis and the OER infrastructure; BEST will contribute to the project with its extensive experiences related to the recognition and validation of skills as well as the creation of new learning material. KOAN will provide tourism sector related contents and know-how of new market trends. The other bring in the tourism businesses with all their members in this sector.Via new learning forms and instruments, the SILVER TRAVELLERS project will strongly and concretely support educational provision for micro to small sized tourism business and improve related standards in the involved partner countries: By making use of intensive network activities throughout all project activities, it also lays the ground for further internationalisation of the project, its results and innovative results."

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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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  • Funder: European Commission Project Code: 2018-1-TR01-KA201-058726
    Funder Contribution: 120,392 EUR

    "The ""Innovative Education with the Harmony of Art, Science and Technology"" project was carried out in cooperation with the education authorities, Faculty of Fine Arts, Art Foundation, Regional Development Agencies and Art organizations operating at the regional level in the field of development and exchange of arts-supported good practices in the education process between Bulgaria, Poland and Turkey. . The main purpose of our project is to support the integration and continuity of our vocational high school students with low academic skills through extracurricular activities supported by science, technology and art. With the project, it is aimed to enable vocational high school students to become individuals who make a difference by adding not only their professional skills but also their creativity and aesthetic skills in the labor market they join when they graduate, and to develop the skills they need to produce creative works with high added value to the economy.In this direction, through the scientific, technological and art-oriented activities carried out in our students, the awareness that schools are places where not only academic but also social cultural and artistic activities are carried out, they love school more and their school attendance rates have increased by increasing their commitment to school. The development of tolerance and tolerance towards cultures was also ensured. The general results of our project are as follows; - Innovative Science Technology and Art Practices Guide was prepared. In this study, creative art studies in science and technology included in the curriculum were included. - A ""Good Practices Booklet"" was prepared using good examples to prevent students from dropping out of school. ""My Job and My City Short Film Competition"", short films were prepared for high school students from each partner country to promote their future professions and promote their own cities. - To have information about the structure, content and forms of education in the education systems of the partner countries, and cooperation between the institutions participating in the project has been developed.Monitoring and evaluation - summarizing research and results for initial, interim and ongoing studies, planning measures for future implementation and methodological analyzes of implemented activities were made during the project and a scientific publication was prepared. Learning Teaching Activities (LTTA) were carried out. Innovative Learning Material Development Activities -1 : It was carried out in Poland, Short-term joint staff training activities were held. Innovative Learning Material Development Activities -2 Short-term joint staff training activities were held in Turkey Art Supported Science Learning Event Short-term exchange of student groups was held in Bulgaria Art Supported Technology Learning Activities: This event was supported by Artistic activities in accordance with the subject of the Project as the content realized as Distance Online platform due to the Covid 19 pandemic.Totaly 145 students and 18 teachers participated in this workshop.At the closing meeting of the project, a conference on ""Art and Problem Solving Skills"" was held. Main activities carried out locally within the scope of the project: -Renewable Energy Workshops -Recycling Workshops and Students Exhibition - Establishing a Joint School Museum - Educational Environments Meet with Humor: Cartoon Exhibition - Science and Art Functional Art Workshop -Geography Activity in Our LivesAs a result of the project implementation, significant changes were observed in the opinions of the Turkish student group on leaving school, and their levels of commitment to school increased. In addition to this basic result, it was confirmed that the project was effective on students in terms of increasing their academic skills and reducing their prejudice against school. It was also observed that the students improved in the fields of art and design, their bias against science classes declined, and their attitude toward education at school changed positively. Therefore, it is concluded that the project implemented within the scope of extracurricular activities has the potential to produce a positive effect on the adjustment and success of the students in school."

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