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<< 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.
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