Nowadays science is not only facts, written in the school books and learning by hart. Science is full with innovations and technologies. In the same time, there are more and more students showing poor results in education and not fulfilling their obligations regularly. Students are increasingly demotivated with curricular content and show less and less interest in studying. By using new tools, applications and digital materials in class the students would be enabled to study in a different and interesting way. Furthermore, the curricular content would be much easier to visualize and bring closer to the students. That would be an important move towards interactive studying, an innovative one in which the students would have more practical assignments. Unfortunately, not all teachers use Internet and web applications in their classrooms. A big amount of teachers are using the traditional teaching methods. Main Goals: ▪ Reinforce digital bridges of communication (in a learning and teaching concept); ▪ Perform good practices concerning strategies and tools that can be of use and help , both for students and teachers; ▪ Exchange of experiences and good practices and creating school dynamics that facilitate the overcoming of some difficulties; ▪ Obtain better performance in the European classrooms in the 21st century. Schools from five countries will take part in the project: Bulgaria, Turkey, Romania, Croatia, and Poland. In the project will be involved: more than 500 students, aged 11-16 years old; more than 100 teachers; 100 parents, over 20 000 of informed citizens of the municipality of school partners - through different mass medias- TV, newspapers, Social Medias, eTwining, School Education Gateway and the Erasmus+ Project Results Platform. Description of activities Students from the school partners will fill in a survey about their preferences on Internet websites, social Medias and online games. Two short- term joint staff training events will take place. During these sessions teachers will exchange good practices and techniques. Teachers will summarize useful educational resources for different school subjects: English, Geography, Mats and etc. In addition, two online trainings will be conducted for all teachers from the school partners: 1. How to use more effectively eTwining and School Education Gateway and 2. Digital skills for interactive open education. Also, every partner school will organize additional trainings to their pedagogical staff for implementing in their everyday work the outcome resources from the project. Three short- term exchanges of groups of pupils will be conducted. Students will attend workshops and trainings for practical digital skills for interactive open education. Three online “BEST Competition” events will take place for the students of the school partners where the implemented technologies will be used. The topics of the competitions are: Maths can be fun, Geography Games and English for Everyone. One online meeting with parents, students and teachers will be conducted, where they will discuss students’ progress and good practices for dealing with teenagers. Methodology: using up to date web applications and resources; games for activating creative thinking, online presentations and video meetings, online competitions, group activities, researches, testing, implementation and etc. Activities are scheduled to allow for essential reflection and inputs by the teachers, students and parents. This project will summarize the experience of five countries with digital educational resources and will give the opportunity of young students to meet peers with different cultural background. Students need more technologies in class, experiments and demonstrations in order to be more competitive in their future realization. The project will develop willingness for education and involving students, teachers, school staff and families. The results of the project will be disseminated via different channels –newsletters, presentations/publications to conferences/ workshops, online publications and presentations through social and contemporary media, and the Erasmus+ dissemination platform - will be used during the lifetime of the project to increase awareness of the activity and encourage wider contribution and support for the project.
Nowadays science is not only facts, written in school books and learning by heart. Science is full of innovations and technologies. At the same time, there are more and more students showing poor results in education and not fulfilling their obligations regularly. Students are increasingly demotivated with curricular content and show less and less interest in studying. By using new tools, applications and digital materials in class the students are motivated to study in a different and interesting way. Furthermore, the curricular content is much easier to visualize and bring closer to the students. This is an important move towards interactive studying, an innovative one in which the students have more practical assignments. Unfortunately, not all teachers use the Internet and web applications in their classrooms. A big amount of teachers are using traditional teaching methods. Main Goals: Reinforce digital bridges of communication (in a learning and teaching concept); Perform good practices concerning strategies and tools that can be of use and help, both for students and teachers; Exchange of experiences and good practices and creating school dynamics that facilitate the overcoming of some difficulties; Obtain better performance in the European classrooms in the 21st century. Schools from five countries have been taking part in the project: Bulgaria, Turkey, Romania, Croatia, and Poland. In the project were involved: more than 500 students, aged 11-16 years old; more than 100 teachers; 100 parents, over 20 000 of informed citizens of the municipality of school partners - through different mass media- TV, newspapers, Social Medias, eTwining, School Education Gateway and the Erasmus+ Project Results Platform. Description of activities: Participants from the school partners filled two surveys(at the beginning and at the final stage) about their preferences on Internet websites, social media, and online games. One short- term joint staff training event took place in Poland (October 2018) and a two-days visit in Croatia(December 2019). During the meetings, teachers exchanged good practices and techniques. It was shown that digital technologies are everywhere and they are impacting what, where, how and why students learn. Useful educational resources for different school subjects were summarized. Three short- term exchanges of groups of pupils were conducted. (Romania- March 2019; Bulgaria- May 2019; Turkey- October 2019) Students attended workshops and two training for practical digital skills for interactive open education. Three online “BEST Competition” events took place for the students of the school partners. The topics of the competitions are: Maths can be fun(December 2018), Geography Games (February 2019) and English for Everyone(November 2019). Two online pieces of training were organized for all teachers from the school partners: 1. How to use more effectively eTwinning and School Education Gateway (November 2018) 2. Digital skills for interactive open education (January 2019). Parents, students, and teachers together discussed the overall impact of the project through creating an online document for collaboration. An Educational Brochure was created. In the brochure are included educational websites and digital tools. The eTwinning page of the project was updated regularly and students and teachers created different activities there. This project summarizes the experience of five countries with digital educational resources and gives the opportunity of young students to meet peers with different cultural backgrounds. Students need more technologies in class, experiments, and demonstrations in order to be more competitive in their future realization. The project has developed a willingness for education and involving students, teachers, school staff and families. One of the most impressive benefits was the involvement of a big number of students in online games. With this method, more students were able to realize and feel the impact of the Erasmus+ program. The results of the project have been disseminated via different channels –newsletters, presentations/publications to conferences/ workshops, online publications and presentations through social and contemporary media, and the Erasmus+ dissemination platform