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Scoala Gimnaziala nr. 2, Ciocarlia de Sus

Country: Romania

Scoala Gimnaziala nr. 2, Ciocarlia de Sus

20 Projects, page 1 of 4
  • Funder: European Commission Project Code: 2020-1-CZ01-KA229-078227
    Funder Contribution: 148,210 EUR

    The project coordinator of the 24 months’ project “Understand the ecology, save the balance of nature” is Czech, partners are Poland, Spain, Romania and Turkey. Environmental corruption, the growth of population, the energy inflation and the trends in economical recession show that the world of future needs more and better ecologically literate citizens who can design and create real sustainable ststems. In the near future, people’s survival will be connected to our degree of ecological literacy, understanding the basic principles of ecology and also our real will to live in line with respecting the natural world. However, many of today’s education practices are not effective enough to foster and improve students’ environmental literacy. Eco-literacy should be an important part of all countries education systemsfrom the early age settings, all way up though primary school and secondary schools to further education in colleges and universities so that it would be able to transform children and adults into ecologically literate citizens able to respect and preserver the environment for the generations to come. Our objectives are:- to make ecological literacy identity the key to people’s better behaviour and attitudes, not only at school, but also withintheir family life and the wider communities;- to have a positive effect on students as a resutl of participating in environmental activities and attending to eventslocally and with a national and international impact;- to transform our students (decision makers of tomorrow) to acquire more knowledge and skills so thet they will be able to have the suitable attitude to handle the environmental and ecological problems of local and global sources. - to improve students’ critical thinking skills, problem solving, communication in foreign language as well as their Information and Communication Technology(ICT)skills;- to help students understand the need for all of us to reduce our own and other people’s ecological footprints; - to introduce ecological literacy into our schools’ curriculum as a direct result of our “Understand the ecology, save the balance of nature” project;- to motivate teachers to develop innovative pedagogical methodologies, as well as scientific, social and crosscurricular approaches to tackle the main environmental issues in order to incease the quality of our schools;- to share information withsimilar international partnerships as well as to develop local projects with stakeholders so that we will be able to make ecoliteracy a critical skill for all citizens to do their best to improve the environment around them. Each LTTA will have the participation of 5 students (12-14-year-olds) and 2 teachers from each partner school. The total number of participants will be 140 during in the two years of the project. Participants will actively be involved in some activities such as life cycle of some livings, designing terrarium, using layer models, designing sustainable city models, visiting recycling centre, making clothes by using recycled materials, making musical instruments with recycled materials, creating new paper by recycling old newspapers, preparing compost, ecological footprint game, clean-up activities with local communities, ecological camp, making interactive posters, virtual meetings and attending lessons. The project activities will be organised and run according to the 24 months’ work plan and the collaborative work methodology that will be implemented with the support of an effective communication sytem fostering real cooperation among all project partners and stakeholders. The expected results are: Improved ecological literacy and students’ understanding of sustainable life practices and their effects on economy, equality and environment. Project activities will support students’ intelligence level and creative problem solving.Furthermore students’ ecological literacy and global awareness and environmental responsibility will prepare them to be innovative and inspiring leaders in order to make positive changes at chool, in their communities and be keep their new sustainable lifestyles. The will be promising ecological leaders who will lead others by their own personal example.Teachers will develop their professional profiles as a result of sharing good practices, mutual professional knowledge exchange and common activities; effort to produce different techniques and methods and share their experiences with their peerslocal, national and international level through teachers networks and well as via all the project dissemination tools.We strongly believe that allparticipants will try to aquire knowledge of ecological literacy so that they can do their best make ecological footprints smaller, and increase their greenprint. They will develop ICT skills, foreign language skills by the way of actively participating in the transnational project activities and communicating in real life contexts.Students w

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  • Funder: European Commission Project Code: 2022-1-RO01-KA210-SCH-000084213
    Funder Contribution: 30,000 EUR

    "<< Objectives >>The project ""My school gives me wings"" is a solution for cultivating diversity and well-being in the schools involved and aims to achieve the following objectives: Knowledge and awareness of forms of bullying by students, Informing children about their rights and about their fundamental role in prevention and reducing the phenomenon of bullying, promoting positive methods of socio-emotional education of child victims or aggressors for teachers and parents.<< Implementation >>The project involves the development of activities related to project management, but also the development of transnational learning activities in each participating school, activities through which the students involved will have the opportunity to know diversity, learn to respect and promote it, to develop social, civic, awareness and cultural expression skills. At the same time, the project will include online activities on the eTwinning platform related to the project theme.<< Results >>We believe that the project has the effect of educating students in the spirit of tolerance, respect for diversity, promoting inclusion and diversity in the schools involved, so that they become spaces of well-being in which each student is respected, appreciated, valued, according to the principle no one it is left behind. The school becomes a space of empathy, of respect, where the whole school community, students-parents-teachers know and respect the rights of the child to give them wings."

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  • Funder: European Commission Project Code: 2019-1-FI01-KA229-060701
    Funder Contribution: 67,853.9 EUR

    Negligence about one’s own future and environmental issues, mental disorders, depression and even burnout symptoms are nowadays a growing problem among young people. The motivation for this project is to tackle these problems by exchanging practices of teaching and learning environmental and entrepreneurial skills. This project is called Ways to a healthier and greener Europe and it aims to offer pupils a chance to broaden their perspective and to encourage them towards successful, happy and healthy life. Even though the world is getting smaller in the ways of communication technology, prejudices and xenophobia are narrowing the prospects for many young people. With this project we would like to broaden their prospects and to give them possibility to see other cultures and ways of life and give them tools by showing them how to take responsibility for their own life and make it a happy and healthy life without prejudices. This project is intended to create a greater interest for environmental issues and also to be an eye opener for joint European projects where you work with partners from other countries, with private companies and with for example non-profit organizations that work for similar goals. An important motivation is also a possibility to a developing dialogue between colleagues from other countries and a chance to learn from each other and exchange practices. Staff and pupils will practice their language skills and get new perspectives and points of view to their work. Each partner school will get added value in form of new skills and materials. During the project we will analyze the impact our behavior has on the environment and on our health and we want to work out common actions ( for example school rules for recycling and participating nature and environment conservation campaigns ) to raise the students’ awareness about the problems. Facing the fact of increasing unemployment among European citizens, it is of utmost importance to make young people ready for an international work, in order to facilitate the possibilities for future work opportunities and to make people more tolerant when it comes to their working environment and peers. Also, environmental issues are particularly salient for today’s generation. Thus, the climate-change risks that threat our planet indicate the need for a transition to sustainable energy and obviously our generation must be the one that adopts environmentally friendly ways of consumption and getting rid of waste. Pupils will create rules for recycling in schools and in a transnational project teenagers will see that it is our common responsibility to take care of our planet. The partner schools will attempt to encourage students to adapt pro-environmental behavior practices and community oriented solutions (volunteerism and civic participation). We will try to persuade them that it is their responsibility to lead the environmental movement forward along with a healthy, responsible lifestyle. With this project we would like to give the stakeholders tools and skills for making their future lives greener and more positive.

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  • Funder: European Commission Project Code: 2017-1-AT01-KA219-035048
    Funder Contribution: 105,221 EUR

    "Game-based learning is getting more and more popular and various kinds of learning processes are employed in classrooms and game-based education is such a process. In particular, games have contributed chiefly towards the interactive experience of the learner. Also, when playing a game the learner is occupied from start to finish of the session, unlike regular classroom sessions. However, someone had to design and implement these games. The aim of this project was twofold: on the one hand, we aimed to teach both pupils and teachers what game-based education is and how it can be used in the classroom and on the other hand, how one can design and implement a simple game (e.g., a game involving a pendulum). Since all computer systems have a browser and today all browsers support HTML5 and JavaScript, we concluded that the ideal tools for this project are HTML5 and JavaScript. The project had two phases. In the first phase, teachers and pupils learned the basics of game-based education as well as the basics of web programming with HTML5 and JavaScript in learning/teaching/training mobilities. We welcomed an expert from the local University (KPH) to teach us about game-based education and we are lucky to have an IT expert in our project team. He taught HTML5 and Java Script basics to the teachers.Then, in the second phase, teachers in each country shared their knowledge and all teams got involved in the design and implementation of their simple games. The games have been evaluated locally by a team of pupils and ""globally"" by all participants. Thus each partner formed two teams: the core team, which designed and implemented the simple game and which consisted of about 10 people, and the evaluator's team, which locally evaluated games and which consisted of about 30 people. The best games in each country were presented at the final meeting. All games are posted to the web page of the project and all material produced are available from the project's web site.The most important findings are that creating your own game is not that easy, especially to make it attractiveand that creating your own game is very time-consuming. First, it takes a lot of IT and game-based-learning knowledge to be ready to start and then it takes a lot of time for testing, evaluating and updating.So after running this project and gaining experiences we all got a deeper understanding of how game-based-education works, increased our IT skills and value more all the efforts and time others have invested in games that are ready for us just to use (for free).So everyone realised the importance of teamwork and appreciates more all contributions by the team.SHARING and TEAMWORK are the keys to a better future for all of us."

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  • Funder: European Commission Project Code: 2020-1-BG01-KA229-079079
    Funder Contribution: 155,026 EUR

    "‘’Be Creative, Be Innovative’’ is a project that promotes and develops skills and competences in the field of innovative computer technologies among 3692 students, between the ages of 11 and 15, from 6 countries by developing and applying 21st century ""basic skills"" and ""key competencies"" needed for sustainable development and educational growth to each European citizen according to the European Commission. A significant number of studies indicates the importance of these skills and competencies and their vitality for everyone's success in our digital society. We put digital literacy, creativity, initiative, critical thinking, productivity, communication, cross-cultural interaction in the heart of our project and give our students opportunities to acquire and apply them which is significant for making difference in their future job and career growth and subsequently for their quality of life.The project aims to encourage students` creative and innovative thinking and decision making to create and implement their own IT innovative products necessary for learning and entertainment. STEM approach and particularly the Engineering Design Circle applied in these practices will develop students` self-esteem and sense of inventors and innovators.The project aims to increase students` digital skills to create educational resources for studying different school subjects by using a wide range of Internet tools, applications and platforms. It will inspire students` interest and motivation for learning and will make them active participants in the educational process. It will also increase students self- development and progress. Using eTwinning platform which is a protected modern learning environment will be encouraged.The project aims to contribute to students` personal career orientation through gaining experience from experts working for innovative IT companies. Students will be able to make informed choices about their future job and career realization. The project will establish interaction between students and experts, schools and business.The project aims to enable students with special needs to benefit from the innovative education. Doing the project will develop students` social skills such as empathy, tolerance, acceptance and collaboration necessary for successful communication. Intercultural dialogue and sharing ideas with students from other European countries will contribute to developing students` foreign language skills and a sense of belonging to the European community.The project aims to create cooperation and sharing experience in developing innovative digital technologies between partner schools. The exchange of good practices will affect not only students but also teachers who will develop their competences according to the European frameworks on digital competences of educators. It will increase the quality of their pedagogical methods and will lead to perspectives of open 21st-century teaching and learning. Including parents and school community into representative events and visiting IT companies gives them the opportunity to support children in their future academic and career pursuits. The project carrying out methodology is strictly defined and planned.The project team has prepared a plan for implementing the methods. Based on this plan the project team will decide the most appropriate methods- tools, techniques and process of doing them before each activity. The project implementation process aims to bridge the gap between the project objectives, activities and results. The project activities are related to its objectives and are focused on: brainstorming, group, individual, STEM and on-line activities, workshops, discussions, games, individual research, visiting innovative ICT companies and institutions. All the planned activities are attractive and motivating students to participate. The project activities will take place during the school lessons, after-school clubs and visits to ICT companies and institutions. Doing the project activities during the school classes will make them more relevant to students` needs, as innovative technologies are not sufficiently integrated in them because of a shortage of lessons and fast pace of technology development. After-school clubs will expand and deepen knowledge, skills and competences acquired in classes. Visiting IT companies will give practical aspect of using innovations in real life situations.Direct project results will be: website, social media page, 6 e-books containing students` creations (lego robots, slowmation, electronic games, animated e-cards, sketches, educational resources), 6 brochures, PPTs, exhibitions, Erasmus+ corners, representative events. The most useful activities and results will be virtually shared on eTwinning, Erasmus+ Project Results, project site, social media page and other digital platforms in order to achieve their sustainability at local, national and international level."

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