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As the quality of the environment is continuously degrading, the vision of the Sea4All project was to contribute in reversing this tendency through the formation of a strong environmental awareness and consciousness. And the best way to start is school age, through the creation of innovative educational and electronic material. To this end, the appropriate learning strategies were elaborated in collaboration with the teachers as a driver to transfer and spread the knowledge to the schools.Sea4All has developed educational games and classroom material focusing on marine pollution and especially oil spills and floating objects (e.g. plastics) for school children around the world. A team of scientists from Greece, Cyprus, United Kingdom and Romania has developed new innovative educational material for teachers and an online learning game that were: a) pilot tested in multiple countries in Europe, b) used in a series of outreach events to enhance the awareness of local communities in terms of the environmental and economic impacts of marine pollution events. All the tools of the project are created mainly for educational purposes as part of a special educational curriculum for enhancing environmental awareness in schools, but can also be used out of the school setting and are addressed to all interested stakeholders. This endeavour was a result of the collective and interdisciplinary work of experienced teachers, marine scientists and computer scientists. The teachers created the Training Curriculum and the Pedagogical Handbook for teachers and students, enriched by scientific and environmental data concerning marine pollution and coastal environment, presented by ICT tools, also based on the same scientific and pedagogical material. Several activities took place in order to achieve the main goal of the project, and prepare the five Intellectual Outputs of the Sea4All project:-The Training Curriculum was created with the aim to contribute to the teacher’s professional development on marine pollution issues, providing them with all the necessary scientific knowledge and educational competencies to transfer the knowledge in the classroom and motivate the children.The Training Curriculum will help the teachers understand the marine pollution and conservation issues and its impacts not only to our health but also at the social, cultural, ecological and economic level.-The Pedagogical Handbook is designed to be used as a useful guide for school teachers, educators and counsellors. It consists of conceptual knowledge, pedagogical approaches and assessment methodologies based on successful and inspiring experiences on marine pollution. The ultimate goal is the transformational learning and the acquisition of new attitudes and behaviour on marine pollution by the pupils in class but also by the whole school community. It consists of 10 analytical lessons that can function as models and inspiring examples, for teachers to use them in class but also adapt them and take them further, according to the needs and pursuits of their pupils. -Technological developments in marine pollution, concerning the study of oil spills and floating debris affecting the marine environment. New research data was gathered and analyzed,and vast geographical, geological and oceanographic scientific databases were incorporated, in order to make the produced scenarios and simulations more realistic and adapted to local conditions. All the scientific material is presented in a simplified way, understandable by teachers but also generally non-specialists, highlighting the different aspects of pollution and its environmental impact. -The e-learning platform contains all the scientific information and knowledge produced in the project , but it also goes further. The platform is open to more information, in order to serve as a point of reference in the future, and contain all related information on marine pollution, educational methodologies and ESD competences for people who would like to enrich their knowledge and skills. -The ICT based learning game was created as a complementary educational tool for embedding acquired knowledge. The e-Game was designed in order to attract the interest of children and help them understand the marine pollution issues in a more active and experiential way, facilitating the acquisition of appropriate knowledge.This online learning game was developed mainly for 10-14 old pupils. All participants, but mainly teachers that took part at the various activities provided valuable feedback for the successful completion of the outcomes. They were very much interested and even enthusiastic about embedding innovative educational and electronic material in class, easy and understandable to use in classroom. All countries aim to embed these tools in their curriculum according to their different educational systems.
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