
MULTI-ACT STD
MULTI-ACT STD
3 Projects, page 1 of 1
assignment_turned_in ProjectPartners:CIAPE - CENTRO ITALIANO PER L'APPRENDIMENTO PERMANENTE, Learnmera Oy, Szkola Podstawowa z Oddzialami Integracyjnymi nr 12, MULTI-ACT STD, Narva Soldino Kool +2 partnersCIAPE - CENTRO ITALIANO PER L'APPRENDIMENTO PERMANENTE,Learnmera Oy,Szkola Podstawowa z Oddzialami Integracyjnymi nr 12,MULTI-ACT STD,Narva Soldino Kool,Ozel Yedisu Mesleki ve Teknik Anadolu Lisesi,Universidade LusofonFunder: European Commission Project Code: 2021-2-PL01-KA220-SCH-000049796Funder Contribution: 154,680 EUR<< Background >>In this unpredictable world, the pandemic become a great chance to remember and get aware of the skills that students need, such as decision-making, digital literacy/readiness, creative problem solving, critical thinking and perhaps, above all, ability to adapt. Adaptability must be built into our educational systems in order to ensure that those skills remain a priority for all students. However, the use of technology in recent years is mainly for consumption. There is a new generation that uses technology only for social media or games. Particularly, in the 21st century we aim to grow a generation that produces technology rather than consuming it by spreading the different dimension of technology and raising awareness to digital literacy/readiness with our project. At the same time, we aim to enhance the way children can gain a scientific perspective on problem solving and raise a creative and self-esteemed pupils who thinks analytically and never hesitates to try and finally produce many times to spread this enhancement at local, regional and international sense. Coding and 3D training are officially implemented in 12 countries. The Year of Code was also declared in England in 2014. This is part of the initiative to raise awareness of teaching coding and 3D in the European Union. The lack of qualified tutors in schools is the biggest obstacle in digital literacy/readiness coding and 3D printer. Particularly, in pandemic term all world faced with how digital literacy/readiness is important in education. With our project we desire to make awareness regarding the importance of digital literacy/readiness, coding and 3D printer usage in education forteachers, students age 12-16, parents, curriculum providers, decision makers, Ministry of Education, universities and NGOs. As an applicant partner we want to reshape and enrich our teaching and learning process through richen our digital literacy/readiness, coding and 3D printer implementations at international level. Our desire and needs are common with our partner countries. We all need to; * enhance our 21 st century skills, *gain lifelong skills, *enrich curricula, *reshaping strategies and techniques in teaching-learning process, *raise qualified generations for future employment, *add EU value and quality to our organizations, * increase academic success, *having smart growth, *developing creativity, communication and team-work skills, *exchanging good samples in digital literacy/readiness, coding and 3D implementation at international level, *serving 2021-2027 EU targets in education, *producing various educational materials to integrate our curricula, * make awareness to digital literacy-readiness in education, Thus, within sectoral cooperation with university, training center partners and school partners, we will all have a great opportunity to exchange implementations in various perspectives. Applicant country is Poland. Partners are Portugal University, Finland, Turkey and Italy training centers, Turkey Yeşilsu VET school and Estonia. Involved partners are teachers, students age 12-16, university staff and trainers. Stakeholders are around school teachers, students, local community, university staff, teachers, decision makers, NGOs, trainers, Ministry of Education, curriculum providers, students and parents.<< Objectives >>To expand awareness of all kinds of personal, professional, general skills in all partner organizations and technology professionals working in the field of information to improve their level of knowledge. Professional trainings with the support of our university and training centre partners' professional experts and the acquisition of high quality technology skills and competencies. Enriching the participants' teaching practices and expanding the diffusion network. Increase the level of knowledge and skills on digital literacy/readiness with coding and 3D printer implementations on children age of 12-16. Involving national and international projects with coding and 3D printer productions. Producing creative and innovative ideas/implementations with coding and 3D printer. Providing visibility of our organizations at local, regional and international phase. Creating various educational materials and our production result of the project. Through short-termpupils exchange, enhancing students’ digital literacy, meeting innovative implementations and classroom atmosphere, improving language skills, creativity, communication, problem solving skills and collaboration also self esteem, self efficacy and self respect. Through short-term teacher trainings, acquiring professional knowledge and experiences, enriching curricula, reshaping practices, gaining 21st century skills, learning innovative approaches in digital literacy, enhancing colleguality, gaining professional development, being expertise in coding and 3D usage, Providing more contacts at each level with stakeholders and opening up new horizons for more people internationally. Gaining comprehensive pedagogical, social, linguistic and cultural diversity. Serving to EU 2021-2027 targets as improving digital literacy/readiness, lifelong learning skills, raising qualified individuals for future employment, *Disseminating all project activities, impacts, outcomes, production result, e book and EU funding projects as many people as we can at local, national and international level. *Gaining EU value and citizenship, *Making strong contacts with partners for future works.<< Implementation >>In order to meet our needs, objectives and reach our goals with our project we will implement various activities in different stages of our project. All partners will work collaborately with strong communication and will adhere to timing of each activity for the success of our project. After the project approval all partners will announce it on their official website. Setting up project managements teams. Signing contract with coordinator country National Agency. Arranging online meeting on Zoom/Skype once a month with partners. Setting up project website, e twining (for schools), scientix eu (for schools), social media accounts. Arranging meeting about our project details for teachers, students, parents and school management team. Creating project's logo, posters, leaflets and brochures. Setting up Erasmus corner in each organization to make awareness to our project and also for EU funding projects. Three online transnational meetings will be done to plan, trace and discuss all project activities, deadlines, duties, dissemination activities, impacts, results of the activities etc. Three short-term joint staff training events (total 48 teachers) will train the project partner countries involved in the project in order to enrich their knowledge and experience in digital literacy/readiness, coding and 3D printer practices. Two short term pupils exchange (on the total 16 students and 12 accompanying teachers) and share good samples and implementations of projects and gaining new knowledge and experiences. 4 virtual meetings for teachers (total 48 teachers) and 2 for students (total 24 students) will join virtual meetings who do not involve to LTTAs, all project activities will be implemented on virtual atmosphere with other partners for three days. Disseminating activities after LTTAs and virtual meetings such as workshops, seminars, meetings, online webinars at local and national level to the target groups and stakeholders of the project. Arranging Multiplier Event (applicant country only) to introduce project activities, impacts, results, production result, e book and EU funding projects at national and local level.<< Results >>We firmly believe that with cross sectoral cooperation we will be; *encouraging team-work, communication, collaboration, creativity and using technology for productivity, *developing students’ perspectives on how to solve problems with digital tools, use them fruitfully for innovative ideas/projects, planning their future careers for future employment, *creating various educational materials in LTTAs and virtual meetings, *making awareness to digital literacy/readiness, coding 3D printer usage in education to teachers, students, parents, curriculum providers, local community, NGOs, Ministry of Education, universities. *serving 2021-2027 EU targets in education as lifelong learning, digital literacy/readiness, future employment with qualified generations, foreign language development, * providing positive impacts on participating organizations, target groups and stakeholders of the at international level in the era of digital literacy/readiness, *rising academic success %50, smart growth of organizations %50, developing digital literacy and readiness %60. *involving national/international projects with new and innovative products in coding and 3D printer.*running into 4000 people and make awareness to digital age and its necessities in education. *handing out 100 brochures, 100 leaflets, dissemination materials 100 notebooks, mugs, flash drive etc. *experiencing various teaching practices, implementations and classroom atmospheres at international level, *gaining cross cultural integration, EU value and citizenship, *learning more about formal and informal education, *increasing visibility of each partner organization at local, national and international level, *introducing EU funding projects to wider community, As for concrete outcomes we will create production result, e book, robots, drones, LEGO education and educational materials. Our production result includes an educational computer program based on the programming language of Scratch and Tinkercad that will be a good sample for everybody who deals with in this field. We hope that the project will achieve successful results, that the project's production result and e book will be useful in various educational organizations, and we expect to draw attention to digital literacy/readiness, coding and 3D printer implementations in education.
more_vert assignment_turned_in ProjectPartners:MARIJAMPOLE UNIVERSITY OF APPLIED SCIENCES, Martinlaakson lukio, Çağ University, Campus FLX, MULTI-ACT STD +2 partnersMARIJAMPOLE UNIVERSITY OF APPLIED SCIENCES,Martinlaakson lukio,Çağ University,Campus FLX,MULTI-ACT STD,AISR,Narva Soldino GümnaasiumFunder: European Commission Project Code: 2022-1-FI01-KA220-SCH-000090261Funder Contribution: 250,000 EUR<< Objectives >>With the project we want to create STEAM literacy in school education by utilizing the programmatic approach; promoting digital competency in classrooms informing and erudite educational leaders and teachers for a continued supply of a workforce for the 21st-century demands and challenges; training teachers based on a reflective, creative, and collaborative training framework; adopting more innovative educational approaches; reshaping mindsets of educators in STEAM literacy.<< Implementation >>We are going to implement two key stages: planning and dissemination; vast majority of online meetings to define the structure and content of the pieces of training for educational leaders and teachers in greater detail, as well as to identify the target audience and dissemination channels for the training materials; reciprocal on-site visits for face-to-face meetings are scheduled for five days; a transnational conference to share experiences and highlight the impact of the project.<< Results >>1. Development of a framework to assess the competencies of programmatic leaders. 2. Developing a STEAM-oriented, collaborative, reflective, and digital skill-building training program for programmatic leaders. 3. Utilising an online self-assessment tool to assist and guide school teachers. 4. Creating a guidebook for educators to report on the entire process and recommend the good practices. 5. Strengthening intercultural ties with other EU educational settings by exchanging perspectives.
more_vert assignment_turned_in ProjectPartners:UOC, Agrupamento de Escolas de Ermesinde, AISR, MULTI-ACT STD, Πανεπιστήμιο Πατρών, Πολυτεχνική Σχολή, Τμήμα Πολιτικών Μηχανικών +5 partnersUOC,Agrupamento de Escolas de Ermesinde,AISR,MULTI-ACT STD,Πανεπιστήμιο Πατρών, Πολυτεχνική Σχολή, Τμήμα Πολιτικών Μηχανικών,Πανεπιστήμιο Πατρών/Πολυτεχνικη Σχολή/Τμήμα Πολιτικών Μηχανικών/Εργαστήριο Γεωδαισίας και Γεωδαιτικών Εφαρμογών,Su Eğitim Kurumları,Stredna Priemyselna Skola Samuela Mikoviniho,Martinlaakson lukio,University of the AegeanFunder: European Commission Project Code: 2022-1-SK01-KA220-SCH-000087555Funder Contribution: 250,000 EUR<< Objectives >>Promote interest to STEAM education,-develop digital literacy and readiness %70 for lifelong learning to serve 2021-2027 EU targets,- acquire proficient knowledge from university and NGO partners for school teachers/students - increase academic success %60, -raise the visibility and quality of organizations %60,-create various educational materials at LTTAs and virtual meetings and intellectual output, project's e book-reach approximately 4000 people to make awareness in STEAM education.<< Implementation >>Having three online TPMs. Having 6 LTTAs (physically join) and 6 virtual meetings (have no grant to travel in partner organizations) to achieve our needs and objectives. Having 1 Multiplier Event to present all project activities, impacts, results, production result, e book and make awareness to STEAM approach in education. Creating intellectual output of the project. Dissemination activities as 6 workshops, 6 meetings, 6 seminars and 6 online webinars at local and national level.<< Results >>Boosting the level of knowledge of project participants in STEAM implementations. Gaining lifelong learning skills, improving digital literacy, readiness %70. Raising academic success % 60. Serving to EU targets with acquiring lifelong learning skills, qualified individuals for future employment. Creating intellectual output of the project, e book, activity modules, e games, curriculum integrated with STEAM and DVD. Reaching approximately 4000 people through dissemination activities.
more_vert