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The mystery lies in QRs- coding and decoding in education

2018-1-PL01-KA229-0512542018School Exchange Partnershipsfinalized
Countries: PL|TR|MK|RO · Grant: €55,770
International cooperation, international relations, development cooperationICT - new technologies - digital competencesTeaching and learning of foreign languages

Project summary

The project is a cooperation for innovation and exchange of good practices among4 European schools from Poland (the coordinator), Macedonia, Turkey and Romania. The project duration is 24 months starting from 1 October 2018. The participants of the project are students aged 15-18 attending comprehensive or vocational schools.The project title is: "The mystery lies in QRs- coding and decoding in education." The objective is to work out interesting activities with the help of QR codes during different subject lessons. In these activities QR codes are combined with Project-Based Learning and Game-Based Learning. The use of QR codes involves the students’ use of their smartphones in order to read the encoded message. The message can be a text, a picture, a recording or a video. The expected result of the project is students’ greater engagement in the classroom activities and better academic performance. What is more, students make use of their phones during the lessons, which makes mobile phones useful educational gadgets. The method is deeply imbedded in the digital era because it involves creating videos and podcasts by students themselves.This aspect of creating educational content and not just being lectured on it has an extremely positive impact on students’ development based on freedom of choice in content and method. Work on the project in the initial phase is to acquaint the teachers from the participating schools with the technical aspects of this tool. It turns out that very few teachers from all the partner schools know what QR codes are, not to mention Augmented Reality (Aurasma) which is a more developed version of QR codes. The aim of the project is to adapt the solutions that have been used in commerce to the needs in education and measure their impact on the teaching process. The project includes many activities, some of which are completed during 3 short-term exchanges of pupils. The core is to test QR codes in many subject classes and do projects based on them. Every exchange will be devoted to difeerent types of activities. In Turkey students will take part in The Treasure Hunt Game and other activities based on Game-Based Learning. The Romanian exchange will concentrate on Project-Based Learning and will offer the students a variety of projects connected with the professions taught in the Colegiul Tehnic in Braila. The third exchange will take place in Poland where all the participating teachers and students will experiment with Aurasma – the tool of the future. During the project students from all the partner schools will have an opportunity to learn cultural background of the partners' countries and practise linguistic skills. The project touches upon the tools which are complete novelties to all the schools taking part in the project. The dissemination activities and events will spread the good practice among teachers outside the participating schools and encourage them to be more technology-friendly. The results will be placed in The Erasmus+ Results Platform to inspire teachers from the whole Europe to use technology in the classroom on a daily basis.

Final report summary

The project was a cooperation for innovation and exchange of good practices among 4 European schools from Poland (the coordinator), Macedonia, Turkey and Romania. The project duration was 24 months + extra 11 months. The extension was caused by the outbreak of the covid pandemic. The project started on 1 October 2018 and finished on 31 August 2021. The participants of the project were students aged 15-18 attending comprehensive or vocational schools.The objective of the project was to work out interesting activities with the help of QR codes during different subject lessons. In these activities QR codes were combined with Project-Based Learning and Game-Based Learning. The use of QR codes involved the students’ use of their smartphones in order to read the encoded message. The message was be a text, a picture, a recording or a video. The expected result of the project was students’ greater engagement in the classroom activities and better academic performance. Thanks to the use of QR codes lessons were diversified and the students were satisfied with the proces of their education. They made use of their phones during the lessons, so the objective of making mobile phones useful educational gadgets, have been met. The students created videos and podcasts, which increased their digital competences.This aspect of creating educational content and not just being lectured on it had an extremely positive impact on students’ development. Work on the project in the initial phase was to acquaint the teachers from the participating schools with the technical aspects of this tool. At the beginning of the project very few teachers from all the partner schools knew how to use QR codes or Augmented Reality The aim of the project was to adapt the solutions that are used in commerce to the needs in education and measure their impact on the teaching process.This aim has also been achieved. The project included many activities, some of which were completed during 3 short-term exchanges of pupils. The main idea was is to test QR codes in many subject classes and do projects based on them. Every exchange was devoted to different types of activities. In Turkey students took part in The Treasure Hunt Game and other activities based on Game-Based Learning. The Romanian exchange concentrated on Project-Based Learning and offered the students a variety of projects connected with the professions taught in the Colegiul Tehnic in Braila. The third exchange was held virtually in Poland. During the mobility all the participating teachers and students were instructed hot to use Augmented Reality using GenARate. During the project students from all the partner schools will had an opportunity to learn cultural background of the partners' countries and practise linguistic skills. The project touched upon the tools which were complete novelties to all the schools taking part in the project. The dissemination activities and events spread the good practice among teachers outside the participating schools and encouraged them to be more technology-friendly. The results have been placed in The Erasmus+ Results Platform to inspire teachers from the whole Europe to use technology in the classroom on a daily basis.

Project partners (4)