
Su Eğitim Kurumları
Su Eğitim Kurumları
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:ISTITUTO D'ISTRUZIONE SUPERIORE A CECCHI, Intermezzo Ungdomsorganisasjon, Convergência - Formadores Associados, Lda., MARIJAMPOLE UNIVERSITY OF APPLIED SCIENCES, Srednja skola Bol +2 partnersISTITUTO D'ISTRUZIONE SUPERIORE A CECCHI,Intermezzo Ungdomsorganisasjon,Convergência - Formadores Associados, Lda.,MARIJAMPOLE UNIVERSITY OF APPLIED SCIENCES,Srednja skola Bol,Ozel Adalya Anadolu Lisesi,Su Eğitim KurumlarıFunder: European Commission Project Code: 2022-1-IT02-KA220-SCH-000087575Funder Contribution: 250,000 EUR<< Objectives >>To expand awareness of personal, professional, general skills in all partner organizations. Increase the level of knowledge and skills on digital literacy/readiness with coding /3D implementations. Producing creative and innovative ideas/ teaching approaches, implementations with coding /3D printer. Creating various educational materials/project output. Serving to EU 2021-2027 targets as improving digital literacy/readiness, lifelong learning skills, raising qualified future employment.<< Implementation >>Setting up project managements teams, project website, eTwining page, Scientix EU page, Erasmus+ Project Results page, Dissemination and Exploitation Results page-Creating project's logo, posters, leaflets and brochures on digital platforms.3 online transnational project meetings-2 short-term joint staff training events-4 pupils exchange-6 virtual meetings for teachers/students--Producing Project Output-Arranging 1 Multiplier Event-6 workshops, 6 seminars, 6 meetings, 6 online webinars.<< Results >>Creating project output, e-book, and educational materials. Developing innovative approaches in teaching/learning atmosphere, -Strengthening professional development-Encouraging team-work, communication, collaboration, creativity and using technology for productivity, enhancing digital literacy/readiness %50, *developing students’ perspectives on how to solve problems with digital tools, raising academic success %60, smart growth of organizations %50 at local/regional/EU level.
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.
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