Χρησιμοποιώντας το ευρώ
▶Summary
The primary objective of our project was to develop an innovative digital educational application package that could contribute to educational systems in European countries and other regions wher...
▶Objectives
The primary objective of our project was to develop an innovative digital educational application package that could contribute to educational systems in European countries and other regions where the Euro is the official currency. The key innovation of our method lies in the application's exceptional versatility and flexibility. We provided a wide range of customizable parameters that empower both teachers and parents to personalize the learning experience. More specifically, we made it possible for students, teachers, and parents to: - Adjust the difficulty level of exercises to match individual student capabilities - Modify the number of exercises to be completed - Set the duration of each exercise - Set accessibility parameters for students with motor control problems - Customize various other attributes This adaptable approach ensures that the applications can meet the diverse needs of students, taking into account their: - Current level of knowledge - Prior learning experiences - Learning style and pace - Specific accessibility requirements By providing such comprehensive customization features, the application supports personalized learning and helps students progress at their own pace.
▶Activities
Our project comprised eight key activities: A. 3-day meetings, in Cyprus, to analyze project goals, define roles, and visit schools. B. Developed digital educational games and teaching tools to run on the internet, uploaded on www.kidmedia.net. C. Created guides and lesson plans in Greek, Portuguese, Spanish, and English. D. Developed Windows software: programming, testing, debugging, and final delivery. E. Created Android and iOS applications with a complete testing cycle. F. Conducted research using teacher/parent feedback for improvements. Also interim and Final research. Results on kidmedia.net: https://kidmedia.net/using-euros-research-results/ G. Managed and monitored project: communication, milestones, quality assurance, risk management, and budget. H. Disseminated via presentations, newsletters, social media, and direct communication with professionals’ and parents’ associations in education sectors.
▶Impact
"Using Euros" delivered a comprehensive educational toolkit comprising 19 interactive applications (14 learning games, 4 teaching tools, 1 adventure game) available across multiple platforms (HTML5, Windows, Android, iOS) in four languages (Greek, English, Spanish, Portuguese). Key innovations include customizable parameters allowing teachers to adjust difficulty levels, completion time, and accessibility features for different learning needs, including scanning functionality for users with motor disabilities. Supporting materials include 92 printable exercises, lesson plans, and teacher guides to facilitate implementation in various educational settings. Research with 79 participants validated the platform's effectiveness with all aspects scoring above 4.6/5, particularly for life skills development (4.89/5), student-paced learning (4.87/5), and adaptability (4.87/5). All resources are freely available under EU Public License 1.2 through the Kidmedia website, app stores, and educational repositories, ensuring widespread accessibility for educators, parents, and learners across Europe.