
Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica
Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica
4 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Joniskelio Igno Karpio zemes ukio ir paslaugu mokykla, Liceul Tehnologic Spiru Haret Targoviste, Karaburun Mordogan Fatma Emin Karaagac Cok Programli Anadolu Lisesi, Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa StaszicaJoniskelio Igno Karpio zemes ukio ir paslaugu mokykla,Liceul Tehnologic Spiru Haret Targoviste,Karaburun Mordogan Fatma Emin Karaagac Cok Programli Anadolu Lisesi,Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa StaszicaFunder: European Commission Project Code: 2015-1-TR01-KA219-021917Funder Contribution: 113,200 EURSchool Sweet School is a transnational project to be carried out by four partnering schools from Turkey, Poland, Romania and Lithuania. The project aims to find out more specific of ESL; develop prevention and early intervention methods to reduce the rate of ESL by the coordination of Turkey. In addition to the specific responsibility of vocational schools to combat ESL, the disadvantages making our students’ lives harder have created the need to plan and implement a project on this problem. The students of partnering schools live in disadvantaged areas where the unemployment rates are high; face socio-economic and educational problems; show a very little interest in education; don’t know why schooling is important and don’t like school. Most of the parents are uneducated and/or divorced, and don’t care about their children. The partnering schools and the education staff have been implementing some methods to help and guide these students in their own ways, but it’s crucial to promote mutual practices to fight against the ESL problem at EU-level. Approximately 2000 participants are expected to participate in project activities and apart from participants, approximately 2,500 individuals are expected to benefit from the results. Activities of the project can be divided into two categories. The first activity set is to study on reasons, solutions and results of implementation in transnational meetings and the second set is to make schools attractive and comfortable places for students by the help of extra-curricular activities. Decrease in truancy, absenteeism and ESL rates; increase in students’ interest in schooling and education, learning and using English; new effective and applicable methods to combat ESL are the highly expected results and impacts of the project. The prevention and early intervention policies will be used within the management of partnering schools after the project is over. Dissemination campaigns will be held about results at regional, national and international levels to support other schools having similar problems.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Perfect Project Spolka z ograniczona odpowiedzialnoscia, PIKC Liepajas Valsts tehnikums, Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica, Klaipedos technologiju mokymo centrasPerfect Project Spolka z ograniczona odpowiedzialnoscia,PIKC Liepajas Valsts tehnikums,Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica,Klaipedos technologiju mokymo centrasFunder: European Commission Project Code: 2018-1-PL01-KA202-050927Funder Contribution: 52,595.5 EURThe main objective of the project is to increase the efficiency of vocational education in the textile and clothing industry to the needs and requirements of the labor market over a period of 24 months. The main objective will be achieved when we reach the following specific objectives:- improving the quality and effectiveness of vocational education in the textile and clothing industry,- developing new approaches to improve the competences of already practicing educators and equipping them with all competences and skills necessary to provide high quality services,- increasing access to and promoting open educational resources in Europe,- increasing the social mission in the area of promoting vocational education corresponding to the needs of employers. The activities planned under the project are:- creating a report that is a collection of three analyzes (PL, LT, LV) containing research, diagnosis and comparative analysis in the textile and clothing sector, particularly tailoring and lingerie; - training in the field of design, materials science and new products for teachers of professional subjects in the field of tailoring and lingerie made by Perfect Project conducted with the participation of a vocational school and by entrepreneurs associated in the Podlasie Cluster of Underwear. During the training, participants will learn the results of research and experience on new products and trends using machines and devices in the textile and clothing industry, learn about the main issues in the field of design and the full production process and trends. The above issues regarding innovation in the development of the industry and trends in the prepared training program will be based on the needs of employers and their experience in cooperation with vocational schools;- preparation of a guide that captures the results from the implementation of training, the results of training testing in schools, recommendations for teachers and practitioners developing vocational education in the textile and clothing industry.The implementation of the project will answer the need to learn, define and apply remedial actions in the field of matching competences in the textile and clothing industry of key entities in this industry in cooperation with businesses that are not cooperating with each other and do not know their needs. Thanks to the joint implementation of the project, the partners will gain new experiences of international cooperation, increase their prestige, become better known in Poland and in their countries and can count on new partners, encouraged by an example of successful implementation of the project. Participation in a large international project positively affects employees of partner institutions. They will benefit from the experience developed in the project. Other partner benefits:- exchange of experience, knowledge and good practices through synergy of actions and cross-sector cooperation;- learning practical solutions in teaching used in European institutions;- raising teachers' professional qualifications according to foreign standards. The materials, documents and other products created as a result of the project will be freely available and promoted on the basis of open licenses and made available through information and communication technologies on the project website.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Fundacja Regionalne Centrum Kompetencji, Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica, Kauno informaciniu technologiju mokykla, Stredni prumyslova skola elektrotechnicka a Vyssi odborna skola PardubiceFundacja Regionalne Centrum Kompetencji,Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica,Kauno informaciniu technologiju mokykla,Stredni prumyslova skola elektrotechnicka a Vyssi odborna skola PardubiceFunder: European Commission Project Code: 2020-1-PL01-KA202-082168Funder Contribution: 110,010 EUR"A few didactic hours were devoted to computer graphics and photo processing in the curriculum for the IT technician profession. The subject of e-commerce, e-sport, online games and steaming is almost completely omitted, which may seem obvious to some, because it is mainly entertainment and so in the busy schedule, the teacher should wisely manage the time for the other, very important content, without which a graduate of this profession will not appear in the current labour market. Of course, there is no doubt that learning these modern trends of functioning on the web is a novelty and knowledge addressed mainly to young people, but they will constitute future generations and future employees in modern companies.We started by verifying whether it was necessary and useful at all, and then how to devote time to interesting and absorbing students' knowledge classes in this topic and direct them to become interested in current trends in online streaming, graphics or games so that those who the elements will interest or tie their future with ""work"" on the web, they could learn something more.In recent years, public awareness and interest in so-called movies, ubiquitous computer graphics, online commerce, and computer games and techniques associated with the use and combination of these solutions have reached an incredible scale.Specialists, programmers as well as marketers and traders face a daily challenge to meet the needs of customers from around the world: from movies on social networking sites, through graphics in online stores, to large-budget online games bringing together millions of players and fans. Therefore, teachers must be familiar with these IT solutions and be creative in offering to learn about them to meet the needs of students and offer interesting graduates.The main goal of the project is to bring the results of vocational education related to the IT industry closer to the needs of the labour market and the interests of students during 23 months.The project involves the implementation of educational innovation and the promotion of new technologies and the development of models for confirming / recognizing competences acquired in the project by a group of local employers and school representatives. The innovation will be based on international and joint development taking into account the experience of employers from the IT market, e-sport and e-marketing of the non-formal education program (both - technical school students in any field of study and students of other vocational schools).The main goal will be achieved when we achieve the following specific objectives:- increasing the quality and efficiency of vocational education in the IT industry in response to current trends,- developing new skills for practicing educators and equipping them with competences and knowledge necessary to provide high-quality educational services and in response to these trends,- enhancing the social mission to promote vocational training that meets the needs of European employers and the IT solutions used."
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Ozel Adalya Anadolu Lisesi, Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica, ARDA Beratung & Bildung GmbH, Universidade Lusofon, Liceul Tehnologic Dragomir Hurmuzescu Medgidia +1 partnersOzel Adalya Anadolu Lisesi,Zespol Szkol Technicznych i Ogolnoksztalcacych z Oddzialami Integracyjnymi im. Stanislawa Staszica,ARDA Beratung & Bildung GmbH,Universidade Lusofon,Liceul Tehnologic Dragomir Hurmuzescu Medgidia,Özel Antalya Vizyon Koleji Anadolu LisesiFunder: European Commission Project Code: 2021-1-RO01-KA220-SCH-000030265Funder Contribution: 146,498 EUR<< Background >>The development and implementation of new technologies in the education system at any level requires a preliminary assessment of the level of readiness for innovation and digital literacy in the education community. So first, once it comes to the level of secondary level education, the readiness of teachers and dedicated specialists working with students and their parents to implement innovative teaching/learning approaches needs to be explored such as STEAM and Gamfication implementations. Everyday a new technological development is emerging and in information era to use these developments has become indispensable for individuals. In this respect, educational institutions and teachers have great responsibilities. According to 2021-2027 European targets, the phenomenon of digital citizenship, which is the necessity of the information age, and the development of qualified teachers in the professional field and the qualified, creative, algorithmic and critical thinking generation are aimed. The necessity of digital literacy- skills and digital readiness which is the necessity of information age EU 2021-2027 target in education for educators to acquire 21st century skills and to raise qualified generation for lifelong learning. Within cross sectoral partnership we aim to transfer one another our knowledge and skills and also meet and exchange various implementations related to STEAM approach and Gamification. The students are very willing to learn everything. For this reason, we have to serve greatful atmosphere to the pupils in order to enhance their creativity and problem solving skills. In order to meet the interests and needs of the pupils, all partner countries are required to acquire knowledge and skills about STEAM and Gamification in integrating to their education system. We carry out a survey to identify our needs within partnership. As we determined through the needs analysis of the partners, we decide that we all need to use and enrich our implementations and integrate STEAM and Gamification implementations to our curriculum. In addition, we all desire to serve 2021-2027 EU targets as improving digital literacy-readiness, 21st century skills for lifelong learning, to raise qualified generation for future employment and make awareness for STEAM and Gamification in education. So that, the quality of education of the institutions will be increased by integrating the use of STEAM and Gamification in and out of the classroom.The investment of the learners' minds, dreams and dreams takes place only when the education-training mechanisms are processed according to the requirements of the information age. In this direction, with this project, STEAM and Gamification approaches good samples will be exchanged within partners so, the educators and the students will gain the digital citizen phenomenon and gain the digital literacy sub-skills such as algorithmic, analytical, creative, critical thinking and problem solving. The participants will contribute to their development as productive, creative, questioning and problem solving individuals, by not being consuming the technology, but by producing them. In the information age, the participants will be able to follow the innovations in the field of STEAM and integrated with gamification approaches. Within the scope of various European countries, our participants will be able to see on-the-spot practices with the LTTA and virtual meetings received and have the chance to exchange information with other colleagues abroad and to make collaborative implementations.The students will increase the academic success and gain qualified identity for future employment. We will promote STEAM approach and Gamification implementations for wider community in education.Creating our production result mobile application will make deep impact on involved partners and target groups of the project. Romania is coordinator, partners are Portugal University, Poland VET, Turkey Adalya/Vizyon, Germany NGO<< Objectives >>We desire to achieve;*2021-2027 European targets in education through lifelong learning and developing digital literacy. *Raising academic success of our students from %25 to %50 to meet future employment with qualified generation.*Improving key competences for success in teaching/learning.*Rising participants digital literacy-readiness %70.*Raising students' motivation and eager to learn.*Having more positive classroom atmosphere.* Students comprehensing the information in a permanent way by concretizing and facilitating the complex, difficult and abstract course subjects.*Exchanging good samples of STEAM and Gamification and making awareness to this field in education.*Gaining professional development.*Producing our production result mobile application to make awareness on STEAM and Gamification implementations for wider community.*Devoloping creativity, problem solving, inquiry, communication, critical thinking and collaboration basic skills.*Creating various projects at national and international level. *Gaining EU value and raising visibility of our institutions and particularly recognition of VET school profile for future development.*The participants will develop their self-esteem, self-respect and self-efficacy. *Improving our foreign language, being tolerant for diffrent cultures.<< Implementation >>We will carry out 5 LTTAs, 2 LTTA will be for teachers and the other 3 LTTAs will be for students. After each LTTA we will arrange virtual meeting (on the total 5 virtual meetings) for the participants who have not physically involved LTTA mobilities in partner countries. The aim of the virtual meeting is to transfer all LTTA activities to other staff and students. We will set project mangement teams, financial team and choose project leaders from each country. Project leaders will arrange the virtual meeting on Zoom/Teams/Google Meeting. 48 teachers/trainers and 36 students will benefit from the LTTA mobility. Each LTTA will add value to reach our objectives. Also, 3 online TPM will be done on Zoom/Teams/Google Meeting. The TPMs will be online due to saving time, sources and budget and creating flexible time and place. As for indirect participants of the project approximately 3000 people benefit from our project through our seminars, workshops, meetings and as virtually from our project website, eTwining platform, youtube, social media accounts, School Education Gateway and Erasmus+ Project Results platform.School partners will set up etwining platform to share all project activities and also their daily classroom activities.For dissemination activities we will arrange seminars, workshops, online webinars and meeting for all stakeholders at local and national level.<< Results >>We strongly believe that within our partnership we will reach our objectives and meet our institutional needs. Through LTTAs and virtual meetings;Teachers/Trainers will;*enhance their digital literacy, 21st century skills and 4Cs skills,*reshaping their teaching practices and gaining proffessional development,*rising their digital literacy-readiness %70,*enriching their curricula through integrating various STEAM and Gamification implementations at international level,*creating our production result mobile application with team-work,*creating our logo, broschures, leaflets and posters,*improving foreign language skills, social and cultural tolerance to other countries,*gaining EU value.Students will;*raise their academic success from %25 to %50 and their learning motivation,*be qualified for future employment and planning their future carriers,*creating various educational materials,*enhancing key competences as the neccesities of 21st century and digital literacy-readiness,*learning abstract concepts with implementations in real-life context,*communication, teamwork skills and collaboration skills raise,*gaining qualified identity for future employmeny,*increasing motivation of entrepreneurship,*developing forein language skills, be tolerant for different cultures,*gaining EU value.Institutions will,*developing their institutional management strategies at international level,*increasing visibility internationally,*digital literacy will improve good management skills and international strategies,*produce creative projects at national and international level,*gaining quality through enriching curricula,*having qualified staff and students also high academic success. Stakeholders of the project will;*benefit from our dissemination activities and our production result mobile application,*get aware of STEAM approach and Gamification implementations,*Inspring to join EU funding projects,*get aware of EU funding project,
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