Innovative Teaching/Learning Approaches

Erasmus+ School EducationCooperation partnerships in school educationID: 2021-1-RO01-KA220-SCH-000030265
EC Contribution
โ‚ฌ145,918
Consortium Size
7 orgs
Start Year
2021
โ–ถSummary

In this project our school from Romania is coordinator,we have partners from Portugal University,Poland VET school,Turkey Adalya/Vizyon schools and Germany NGO.We had made a survey to identify our needs within partnership to find strategies to integrate STEAM and Gamification in our lessons.Within our partnership we had propose to transfer our knowledges and skills and also we had met and exchange various methods related to STEAM and Gamification.Within various European institutions,our participants was able to see new practices in our project meetings.We had used new methods and we had the chance to exchange information with other colleagues abroad and made collaborative implementations.In this partnership with STEAM and Gamification approaches we had exchanged good methods for educators and students which has developed new skills for students such as algorithmic thinking,analytical,creative,critical and problem solving.We had promoted STEAM approach and Gamification implementations for developent of new community in education,so that,the quality of education of the institutions had increased.Creating our production result mobile application had made an important impact on involved partners and target groups of the project.

โ–ถObjectives

Our objectives was:-Raising academic success of our students for future employment with proper qualified -Realization of our mobile application was designed to make possible to use STEAM and Gamification implementations for communities -Improving key competences for progress in teaching/learning -Raising students' motivation and desire to learn -Creating positive classroom atmosphere -Students to be comprehend the information in a permanent way by concretizing and facilitating the complex,difficult and abstract course subjects -Exchanging good practices of STEAM and Gamification and making implementations of this field in education -Gaining professional development -Developing's creativity,problem solving,inquiry,communication,critical thinking and collaboration basic skills -Implementation of European targets in education through lifelong learning and developing digital literacy -Creating various projects at national and international -Gaining EU value and raising visibility of our institutions and particularly recognition of VET school profile for future development -The participants will develop their self-esteem,self-respect and self-efficacy -Improving knowledge of foreign language,and tolerance for deferent cultures

โ–ถActivities

We had realized 5 Learning Teaching, Training Activities(LTTA), 2 LTTA was for teachers and the other 3 LTTAs was for students. After each LTTA we had virtual meetings for the participants who was not physically involved in LTTA mobilities from partner countries. The aim of the virtual meeting was to transfer all LTTA activities realized, to other staff categories and students. We had set project managements teams, financial team and choose project leaders from each country. Project leaders had made all arrangements for the virtual meeting on Google Meeting. 49 teachers/trainers and 37 students had benefits from the LTTA mobility. Each LTTA had a lot of acclivities, to create added value and finally to reach our objectives. Also, 3 online meetings was done on Google Meeting. The meetings was organized online to saving time, sources and budget and creating flexible time and place. As for indirect participants of the project approximately 3000 people had benefited from our project through our seminars, workshops, meetings and as virtually from our project website, social media accounts, and Erasmus+ Project Results platform. School partners had set up own platforms and social media accounts, to share all project activities and also their daily classroom activities. For dissemination activities we hade organized seminars, workshops, online webinars and meeting for all stakeholders at local and national level.

โ–ถImpact

Our partnership was successfully realized and we had reached all our objectives and had created new instruments for our institutional needs. According to 2021-2027 European targets, the phenomenon of digital citizenship, which is the necessity of the next years, and the development of qualified teachers in new domains and development of creative, algorithmic and critical thinking of new generation was aimed. The necessity of digital literacy- skills and digital readiness is the EU 2021-2027 target in education for educators. They must acquire 21st century skills and to raise qualified generation for lifelong learning. Through Activities for Learning Teaching, Training (LTTA) and virtual meetings, our teachers had obtained this results: *enhancing their digital literacy, 21st century specific skills and digital skills, *enriching their lessons through integrating various STEAM and Gamification implementations which are known at international level, *creating our project logo, brochures, leaflets and posters, site of project, *each teacher can use the materials from e-book which was created *reshaping their teaching practices and gaining professionals development, *rising their digital literacy-readiness %70, *creating our mobile application for helping teachers with team-work, *improving foreign language skills, social and cultural tolerance to other countries, *gaining EU values for democracy and Europeans citizenship. Our students had obtained: *raise their academic success from and their learning motivation, *to be well qualified for future employment and be able to planning their professionals future, *creating various educational materials, *enhancing key competences as the necessities of 21st century and digital literacy-readiness, *learning abstract concepts with implementations in real-life context, *communication, teamwork skills and collaboration skills raise, *each student can use the materials from e-book which was created *gaining a good qualification for future employment, *increasing motivation of entrepreneurship and developing new business, *developing foreign language skills, be tolerant for different cultures, *gaining EU values for Europeans citizenship and mobility on the work market. Our Institutions had benefits, like this: *developing their institutional management strategies at international level, *increasing visibility internationally, *each school can use the e-book which was created *digital literacy improved good management skills and international strategies, *producing creative projects at national and international level, *gaining a high quality of education through enriching curricula, *having qualified staff they will have a lot of students, *having qualified staff , their students will have success for University studies or to the labor market. All the stakeholders of this project will can : *using our dissemination activities *using mobile application which is the most our important project result *get aware of STEAM approach and Gamification implementations, *encouraging more institutions to join collaboration projects with EU funding, *gaining knowledge for aces at EU funding projects

Consortium (7)