ONLINE - teaching and training yOuNg students about the DigCompConsumers though cLIeNt-basEd challanges and ICT
▶Summary
Give TEACHERS the SKILLS TO TRANSFER WHAT THEy LEARNED TO STUDENTs, IN ORDER TO MAKE THE ONLINE PURCHASING EXPERIENCE AS SAFE AS POSSIBLE, PROVIDING THEM WITH ALLTHE NECESSARY INFORMATION TO AVOI...
▶Objectives
Give TEACHERS the SKILLS TO TRANSFER WHAT THEy LEARNED TO STUDENTs, IN ORDER TO MAKE THE ONLINE PURCHASING EXPERIENCE AS SAFE AS POSSIBLE, PROVIDING THEM WITH ALLTHE NECESSARY INFORMATION TO AVOID THE DANGERS OF WHEN THIS PROCESS HAPPENS ONLINE . THE TEACHING OF THESE SKILLS INTEGRATES WELL WITH CONVENTIONAL TECHNOLOGY CURRICULA, AS IT ALLOWS STUDENTS TO LEARN ADVANCED, CUTTING-EDGE TECHNIQUES FOR OPERATING ONLINE THROUGH THE TRANSFER OF SKILLS, CREATING A CONNECTION BETWEEN TRADITIONAL SUBJECT MATTER AND THE INNOvation. MAKING teaching (DISCONNECTED FROM REAL LIFE) more atractive.We want to give young people the right tools that can lead them to an informed use of online tools that deal with selling goods and services, through the development of teaching programs in technology and mathematics, helping them to develop more useful skills for their future, both from the point of view of work and for the development of soft skills useful in everyday life. ONLINE OFFERS THE OPPORTUNITY TO ACTIVELY PARTICIPATE IN THE DIGITAL MARKETPLACE THROUGH CONTINUOUS PROFESSIONAL DEVELOPMENT OPPORTUNITIES AND SCENARIO-BASED LEARNING ACTIVITIES.TO PROMOTE COMMON VALUES AND PARTICIPATION THROUGH APPLICATION OF THE EUROPEAN PROTECION MEASURES.
▶Activities
To implement the Project, during WP 2, we not only did face-to-face Focus Group, on the16th June 2023 and in the period 03-07.07.2023 after a previous preparation with phone calls, but also a Focus Group on Zoom, on 06.09.2023 where people had the opportunity to debate/discuss the skills audit required by the digital consumer, a research of digital consumer skills through interview and questionnaires. These were held by teachers, specialists in web marketing, online payments, digital commerce, representatives of commercial agents, representatives of students’ parents and students of different classes to analyse the behaviour before, during and after an online purchase.This means that the activities listed before were developed in different moment along the project. In what WP 3 is concerned, numerous materials for practical activities, namely role-play based learning, Challenge Jam competition, were used for the dissemination of the project which implementation of the activities was monitored at a national and consortium level.In order to assure the quality of the project management implementation the AEJE´s team was responsible to communicate constantly and effectively with project partners and the Project Gantt Chart.