Digital Wellbeing @ School

Erasmus+ School EducationKA220-SCHID: 2021-1-IT02-KA220-SCH-000032599
EC Contribution
€2,292
Consortium Size
9 orgs
Start Year
2021
Summary

The COVID-19 pandemic has dramatically impacted the educational sector, accelerating the process of digitalization of the educational offer of a large majority of schools in Europe. This situation...

Objectives

The aim of the project is to increase the capacity of school institutions and teachers to integrate digital education in a way that promotes the digital wellbeing of students. The project objectives are: 1Providing school institutions with a sound scientific background, guidelines, templates, a common language and a reference point, enabling them to implement policies for the promotion of Digital Wellbeing and cross-border discussion and exchange of good practices. (PR1) 2) Up skilling teachers in confident use of digital education, enabling them to plan specific and transversal activities for the development of digital wellbeing skills among the students. (PR 2) 3) Creating a repository of learning activities (including assessment tools) with reference to the DIGCOMP 2.0 areas to facilitate the implementation of Digital Wellbeing practices at class level and mainstreaming Digital Wellbeing practices at class level and mainstreaming Digital Wellbeing skills in teaching practices around Europe. (PR3). 4) Promoting reflection on the concept of digital wellbeing by developing an online game, which will enable students to reflect on their relationship with digital technology and help them identify possible risks (PR4).

Impact

The partners produced 4 project results: PR1 Framework for Digital Wellbeing at School in Europe: This project result targeted school leaders and policy makers (local and regional authorities) by providing them with conceptual, scientific, regulatory, and practical tools for the creation of a functional digital community. The aim was to provide the target group with: - A sound background that could guide policy across all levels - A set of templates that allowed school institutions to develop concrete instruments suited to their needs without having to create a conceptual basis for this work - A common language and logic that could help the discussion and exchange of best practices across borders - A diagnostic tool to assess the school practice with respect to staff and students’ digital wellbeing - Practical guidelines to introduce a digital wellbeing policy within the school and to work for the acquisition and improvement of the students’ digital wellbeing skills PR2 Digital Wellbeing training course and platform for teachers: This was an Open Educational Resource consisting of an 8-module training course that included the following topics: - Searching and evaluating information online - Creating digital contents - Communicating and collaborating online - Managing online time - Online safety - Emotions and body respect - Online teachers' resources and support groups - Creation of learning activities for students Each module was connected with one or more areas of competence of DIGCOMP2.0 and addressed transversal topics, providing teachers with psychological, emotional, and metacognitive perspectives. PR3 Repository of Digital Wellbeing Learning Activities: This innovative Open Educational Resource offered teachers a set of activities that could be realized in class with the aim of enhancing students' awareness of their relationship with technology, recognizing improper group dynamics and warning signs of ICT abuse, and implementing real and effective prevention measures. PR4 Digital Wellbeing Online Game: An interactive game, which students and youngsters were able to access online, as well as at school with the guidance of teachers. This was, in fact, an output that was likely to arouse interest among the mentioned categories and to have great diffusion as it 'spoke the same language' of the teenagers targeted. The game was based on the story of a group of friends (with different gender, age, ethnicity, and interests) that had to interact with different digital tools and make choices. Each situation, in order to be overcome, required the player to perform a series of actions: - Indications to See/Read/Click - Characters to interrogate/speak/listen to - Actions to choose from

Consortium (9)