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Srednja skola za informacione tehnologije

Country: Serbia

Srednja skola za informacione tehnologije

8 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-1-EL01-KA229-078995
    Funder Contribution: 127,753 EUR

    This Project stems from the shared concern over accelerating climate change and its tangible effects on all of us. It is also driven by our wish to explore an encompassing view of sustainability that includes its economic, social and environmental dimensions that are interdependent, overlap and together create a holistic perspective. We believe that our students have a central role to play in taking action to stop a dramatic turn in our lives. We feel that the best way to achieve this is by cooperating with European peers and making a joint pledge in tackling it. Taking part in a strategic partnership the benefits are multiplied: working in transnational groups broadens horizons, cultivates European identity and keeps motivation levels high.The main objective revolves around altering existing lifestyles and mentality given the common threat imposed. Lifestyle choices that impose on the environment need to change and by exploring the right questions we can reach feasible solutions. Efforts are put in cultivating different values, attitudes and skills not only raising awareness on the issue. Cultivating and enhancing environmental sensitivity to students, teachers and the local community, adopting an ecological mindset, inspiring and involving students with learning disabilities and socially vulnerable ones are essential.We are four secondary education high schools, with students aged 15-18 from Sparta, in the South of Greece that is also the coordinating school; Frazão in the region of Porto, Portugal; Pascani in the Moldavia region, Romania and Belgrade, Serbia. The participating schools from Greece, Portugal, and Romania are comprehensive senior high schools whereas the Serbian partner is an Information Technology school. We aim to be travelling in groups of 8 students and 2 accompanying teachers per flow. Participants are selected according to interest in the Project topic, willingness to participate and cooperate throughout its stages, linguistic competency, social and communicative skills. They are ready to leave their comfort zones, travel abroad, gain new experiences, experiment with new methods and explore new cultures.Before the mobility exchange, we will be cooperating to organize transnational activities, between our disciplines on the eTwinning platform. During the exchange, subtopics of interest will be explored in further detail. In Romania, students will engage in researching the life cycle of clothes, the soil and composting, the flora and fauna of the region and the process of waste disposal. In Portugal, the main topic will be understanding fresh and sea acidification that is disastrous for ecosystems. In Greece, the focus will be on everyday consumption choices and food safety. Finally, in Serbia, urban growth occurring over the last decades and taking action to tackle the social and environmental challenges it entails will be studied. Videoconferencing, experiments and research guided and supervised by teachers will be carried out and visits to topic-specific, institutions are believed to bring added value to the effectiveness of activity implementation. Transnational group work, group and plenary discussion of findings and student suggestions are also key to tasks. Assessment of students’ performance will also be essential to determine the success of the interventions proposed. Green Open Days will inform the community on the Project. The methodology followed is mainly based on innovative learning and teaching methods as the tool to connect real-life needs to classroom practice. We aim to enable students to work collaboratively maintaining their motivation and interest through addressing real-world problems and attempting to answer complex questions. Project tasks chosen are inquiry-based and cultivate deep content knowledge, critical thinking, collaboration, creativity, and communication skills. They will be able to demonstrate their knowledge and skills by creating public products for a real audience. They also include field research and hands-on experience, multiple resources and methods to meet students' learning styles. Integrating environmental education in a cross-curricular and interdisciplinary approach is also crucial in the realization of the Project.We expect these activities to have a real impact on the school and community level. Raising awareness about global environmental topics can reach afar through electronic media. Thereby, all student families and other stakeholders will be informed about our progress. It will highlight the imperative awareness from all of us about natural resources' protection. Interdisciplinary lesson plans will be used long after the Project is finalized. In collaboration with cultural, educational and social organizations, this project will present positive results that will arouse substantial identification with the European Green Deal and civic participation. International bonds and European identity will be strengthened.

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  • Funder: European Commission Project Code: 2021-1-PL01-KA220-VET-000033011
    Funder Contribution: 353,625 EUR

    << Background >>Rapid digitalisation over the past decade has transformed many aspects of work and daily life. Driven by innovation and technological evolution, the digital transformation is reshaping society, the labour market and the future of work, and inevitably E & T. Employers face difficulties in recruiting highly skilled workers across a number of economic sectors, including in the digital sector.Boosting digital skills at all levels helps increase growth and innovation and build a fairer, more cohesive, sustainable and inclusive society. Being digitally skilled and acquiring digital literacy can empower people of all ages to be more resilient, improve participation in democratic life and stay safe and secure online. Equipping Europe’s future workers and job seekers with digital skills will be critical for economic recovery in the coming years, especially after the severe consequences of the pandemic in all fields of life.To thrive in a technology-driven economy, VET trainers, educators, job seekers, workers, but perhaps above all ‘the lockdown generation’ whose education and employment prospects have been affected due to the pandemic, will need to be digitally skilled and confident to succeed in a rapidly changing environment and adapt to new and emerging technologies. Evidence in the participating countries show that levels of digital skills are still low, albeit gradually improving, while the digital transformation is accelerating. While acknowledging that 90% of jobs in all sectors in the future will require some form of digital skills, yet 35% of Europe’s workers lack these skills, the partnership is committed to contribute to the upskilling and re-skilling as digital skills in demand will range from basic to advanced, including AI, data literacy, supercomputing and cybersecurity.<< Objectives >>Main aim:The proposal aims (1) to promote the introduction and acquisition of high digital skills including AI and Unity Game Development in VET schools thus responding to the needs of the labour market and (2) to empower young people with digital literacy to enhance their resistance to excessive online use such as addictive gambling habits through the demonstration of how an AI model can predict lucky games.Other aims:•To upgrade the attractiveness of VET with targeted to the needs of the labour market curricula thus responding to the demands of the digital transformation•To promote social innovation and change for a sustainable future through the digital upskilling of the younger generation•To empower YP with targeted digital competences, skills and knowledge in order to acquire an overall understanding of gambling and harden their resistance to gambling addiction.•To introduce the fundamental knowledge of Artificial Intelligence both for VET trainers and young people•To develop a new set of AI learning and teaching resources as well as Unity Game Development, that will enhance the schools’ collection•To provide young people with high quality opportunities to acquire digital skills using the Unity Engine for educational purposes and to boost their creativity, innovative, problem solving, teamwork, leadership and empathy skills•To develop a professional development training for trainers in order to upgrade their profiles•To empower young people to prevent and/or deal with gambling addiction and excessive online screen usage.•To promote awareness raising for the dangers of gambling addiction through the acquisition of digital literacy skills<< Implementation >>Activities:The consortium plans the following activities:-Five transnational project meetings-One Blended Mobility for VET learners accompanied with their VET trainers-Four Project Results -Six Multiplier Events<< Results >>The results include the following:-National State of the Art Report for the AI-driven digital transformation -Peer review among partners-Educational Pack with a new AI Curriculum for secondary schools, set of new digital material, collection of case studies for exploration, collection of resources, -An interactive platform in the form of an academy-Pilot-testing of the SmartAInnovators programme-Dissemination Plan-Quality and Evaluation Plan

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  • Funder: European Commission Project Code: 2020-1-TR01-KA229-092152
    Funder Contribution: 137,700 EUR

    According to the results of Europe Online Children Survey (2010), nearly 60% of children are online every day and the starting age for Internet usage is decreasing each year. When we analyse the problems of education, it can be easily noticed that a lot of new educational problems have occurred as a result of False Technology Usage and Usage of Internet unconsciously and mistakenly. According to our research in this matter, we have not met a project aiming to focus on both False Internet Usage and supporting the psycho-social improvement of students together (http://www.europeansharedtreasure.eu/search). For this purpose, Romania and Turkish partners first met each other on etwinning platform and then, created a project draft and contacted other schools from different countries experiencing the same problems via eTwinning and SchoolEducationGateway platform. Then, it has been decided to create this Project with the contribution and participation of schools from Greece, Turkey, Italy, Romania and Serbia.Our project aims to increase the qualifications of the school staff and provide the students and parents with the skills of conscious technology and safe Internet use. While planning the project, the calendar and interaction of LTT and local activities were determined by preparing a Gantt chart.Our project objectives:- To ensure the conscious use of technology and the Internet- To contribute to the socialization of our students by reducing the use of unnecessary technology and by teaching the traditional children's games as alternative to computer and online games- To develop the skills to cope with cyber-bullying by teaching teachers, parents and students the use of secure Internet.- To decrease the technology addiction rate in our participant schools by 10% in the first year and 20% in the second year by providing the skills of conscious technology and Internet usage (Technology Addiction Scale)- To increase the attendance rate of social and sporting activities in the school by 5% in the first year and 10% in the second year (non-attendance system data)- To increase academic achievement by 10% in the first year and second year with a decrease in technology addiction and absenteeism rates (Course notes charts)Local activities to be carried out in our participating schools will contribute to the access of our participating schools to the project objectives. These local activities are:BREAK THE CHAIN, I AM NOT ALONE, REAL SECURITY IN VIRTUAL LIFE, I LEARN LIFE WITH GAMES, START THE DAY WITH MOVING.5 LTT activities and 16 local activities were planned. The approximate number of participants expected to participate in the project activities and the scope of the dissemination activities of the project are as follows:- Within the scope of the project, 5 teachers from each participating school will participate in 5 LTT activities, 5 * 25 = 125 teachers in total.- 50 students from 11 to 18 years old, 50 * 6 = 300 students from each school will participate in the 'Break The Chains' activity.- ”Start The Day With Moving” event, all students of our schools between the ages of 11 to 18, a total of 5850 students will participate.- 150 teachers in all participating schools, 4700 students in the 11 to 18 age range and 4700 parents will attend 'Real Security in Virtual Life' activity.- ”Do You Hear Me?” and ”Will You Play With Me?” activities will be attended by 5000 students from all participating schools between the ages of 11 to 18 and 5000 parents .- All of our participant schools are expected to attend at least 60 of 6 * 60 = 360 students from 11 to 18 age group.-Tech Training Modules with Combating Technology Addiction Training will be given to 5850 students, 550 teachers and 5850 parents in 11-18 age group in all participating schools.One of the most different and important features of this Project is that there are too many local activities to be held besides the ones regarding w,th the LTTAs named such as ‘Big Changes Starts with Small Touches’, ‘Do You Play With Me?’, 'Theater Days',etc. and the responsibilities for each activity are certain and it has been stated in the parts of timetable. The preparation and transportation of the materials to be prepared for each LTT subject is the responsibility of the leading school. The leading school in each LTT will be conducted and evaluated by the pre-test and post-test on the subject, and follow-up will be done by Turkey.The use of secure Internet with project applications is expected to increase by at least 10% in participating schools. This rate of increase will be measured by Google surveys.The use of secure Internet with project applications is expected to increase by at least 10% in participating schools. This rate of increase will be measured by Google surveys.

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  • Funder: European Commission Project Code: 2020-1-FR01-KA201-080646
    Funder Contribution: 280,512 EUR

    Multilingualism has been identified as playing a key role in fostering mobility and linguistic diversity in the EU by the European Commission’s article “About multilingualism policy” and the Council Recommendation on Key competences for Lifelong Learning. Language learning is therefore one of the top educational priorities in the EU, calling for innovative, inclusive and multilingual teaching methods allowing for students to speak two additional languages to their mother tongue. Language learning is a discipline that calls for regular practice and immersion in order to develop the four main language skills, namely: reading, listening, writing, and speaking. Language teachers are always on the lookout for innovative activities allowing them to work on those skills with their students. In the past few years, Escape Rooms (ER) have generated a growing interest among teachers as they are indeed engaging and immersive. Nevertheless, the existing solutions are often expensive, only in digital format, or do not fit the needs of teachers in terms of quality and/or accessibility. In order to really help teachers, this project will provide ready-made content as well as practical advice on how to implement such activities in the classroom for language learning. The goal of this project is to foster multilingualism and diversity in the EU by promoting good practices to implement ER in language courses. These games will consist of a scenario in which the students will develop their reading, writing, listening and speaking skills in the foreign language by solving language riddles, decoding written and audio messages, communicating in the target language and exploring an environment filled with challenges and clues in order to escape a room. Our project’s approach is to guide language teachers and equip them with the knowledge and tools related to the creation of Escape Rooms. By using ER, we are creating a scenario in which students will be surrounded by elements allowing them to practice the target language. The experience will therefore be totally immersive. To create engagement, the students will have a motivating goal: to escape the room in which they have been locked, to open a chest, or to save the classroom, by working together and solving riddles.In addition to the four main necessary skills to practice a foreign language, two other aspects are important to include in this project: The first is cultural heritage. As a language always reflects a community's way of thinking and culture, it remains essential to teach students about the culture behind the language they are learning. With Escape Rooms, this can easily be integrated in the scenarios by choosing relevant figures as characters and by creating an environment that is true to the cultural reality.The second is the development of language teachers’ digital skills. The project will train them on the use of different resources in order to understand why and how to practically implement the use of ER in their language courses. Among those resources, some ICT tools will be recommended and tested by the partners, such as QR codes, Artificial Intelligence, Augmented Reality, Voice Recognition, etc.The intellectual outputs developed in this project will be:•A booklet “ER and languages: a perfect match?”•A creation box with tools, resources and inspirations•A collection of 300 enigmas•A guide “Animation of a pedagogical ER for language education”•The creation of 50 ER scenarios

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  • Funder: European Commission Project Code: 2020-1-MK01-KA229-077770
    Funder Contribution: 125,340 EUR

    *'Let's Exchange our Cultures by Web2 Tools ' is a two-year project that aims to use these tools for the activities of exchanging cultural belliefs and traditions of participating countries. Apart from the classical methods, by taking the use of technology to a different dimension, integration of interactive communication, language skills, innovative methods into learning and teaching environments, as well as cultural exchange in the way of Europeanization and internationalization.*The Republic of Northern Macedonia, Spain, Italy, Turkey, Serbia and Greece are the countries which will take part in our project.Since these countries have multicultural structures among themselves, they are the most suitable participant countries to be part of the cultural exchange, which is one of the most important objectives of the project.*During the realization of the project there will be two international partnership meetings(In the Republic of North Macedonia -Turkey) four short term exchange of pupils (In Spain-Greece -Italy and Serbia).*Approximately 180 participants as pupils and staffs will take part at the four short term exchange of pupils and international meetings throughout the two-year period of the project.*One of the greatest requirements of the era which we are currently living in is to use and integrate technology into classrooms at schools and in many areas of education.The use of Web2 tools and their effective implementation in classroom environments is one of the most effective doors for innovative education.*The use of these tools allows pupils to be at the center of the activities, being more creative, and getting ready for the 21st century skills and provide education at the level of conditions required by the era.The new generations of students are constantly active on the Internet and the social networks, and the use of these tools may interest them further, so that they can use their time online for useful, new and interesting things.* By using these tools, the interest for getting to know other cultures, learning new things about other nations such as their history, traditional clothing and nutrition, different customs, and so on, will increase. They will begin to exchange ideas and experiences with their peers involved in the project, enjoy collaborative activities, improve their IT skills and English, learn the language of other cultures and countries involved in the project. *Through everyday activities, they will develop new friendships, shape their own personality, develop a sense of empathy, and be able to more easily accept and understand different cultures and individuals. The use of Web2 tools will help them in their further educational development and in the everyday educational activities in order to use modern and creative tools that will make learning easier and more interesting.With these tools communication is simpler but also more interesting. The tools and the project connect students from different countries and cultures, they work together, exchange information and learn new things at the same time. *To disseminate the use of Web2 tools, which will enable the technology to be carried to classes, which is one of the undeniable requirements of the age, within the framework of the cultural exchange program and to ensure that the participating staffs and pupils become representatives in their schools and their local regions so wider communities will benefit the gains of the project.*As the result of the experiences and observations obtained in the project, to ensure that the necessary steps are taken within the scope of the European common curriculum.*Pupils will have the chance of using Web2 Tools to create e-book,mind map,logo maker,video making,scratch,3D printer/pens,presentations, posters,blogs etc. and will improve their skills on the usage of these tools.*Staffs and pupils will use the etwinning platform actively and collaborate on this platform to improve the partnership skills during the project activities and longer term.*Participants will have the opportunity to better understand each other, intercultural interaction, become an active European citizens, and improve themselves in internationalization.*Active usage of Project Website and social media(facebook,twitter etc)will carry the issue to a more international and global dimensions.*Building a strong bounds and relationships based on working,creating and sharing as partners together will have a great role on the professional developmen of the staffs and pupils as learners.As all partners, we believe that being a direct or indirect participants(pupils,teachers,parents,school staffs etc.)of this project with the cultural exchange provided by Web2 tools will make a great change in our real life experiences,our points of views to other cultures,beliefs,nations and make us better understanding on the importance of human values no matter what culture or nation they come from and having international view.

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