Today, digital progress has ushered in a new era in which low-skilled adults tend to be left behind or fall into technological "traps" that younger generations, born "engulfed" by technology, can easily avoid. Digital illiteracy poses other obstacles for adults, both in their daily lives and in their work and social environments. Moreover, it is widely recognised that adults tend to avoid this educational process, as it is generally believed that the time for "going to school" is long gone, and a significant number of people are taking the first steps to improve their skills. It has been shown that it is mandatory that this is done in a modern and innovative way using modern techniques that include more critical thinking and understanding about absorbing information and making use of the technology at hand, facilitating access to content developed with AR technologies, introducing concepts and tools that focus on pedagogical use as well, how to use open educational resources available in the area of Game Based Learning. The EDUTECH project has supported and trained our adult educators based on innovative and contemporary educational sciences ("cooperative learning") to improve their methods of teaching key competences, which are the basis of a modern, knowledge-based European society. The specific objective was to carry out a series of training activities in which the participating organisations could share and map the teaching methods/tools they use and the differences and advantages of integrating each methodology/tool into our own processes. - Game-based learning and critical thinking and information filtering in the first LTTA - Augmented reality in the classroom by in the second LTTA. Activities carried out: * Project management, Quality control. * A dissemination plan for the project was created. * 1 project logo was created. * 1 project website was set up: https://edu-tech-erasmus.webnode.cz * A Facebook page has been created as a dissemination tool, used by all partners. https://www.facebook.com/profile.php?id=100068107404130 * 3 transnational meetings of the project (Spain, Czech Republic, Turkey) with 15 participants. * 2 LTTA activities in (Bulgaria and Italy) with 20 participants. * 10 local activities with 191 participants. The main results have been: 1- 11 adult trainers have increased skills on game-based learning and critical thinking and information filtering. 2- 9 adult trainers have increased the educational skills of Augmented Reality; The concrete results were: To increase the skill set on game-based learning and critical thinking and information filtering of the 11 trainers participating in the C1 in Bulgaria -Improve their skills and practice everything they learned thanks to the local activity (each partner organised one in their environment) after the C1 with a total of 101 participants. -Enhance the skill set of the trainers on augmented reality of the 9 participants in C2 in Italy. -Improve their skills and practice what they learned thanks to the local activity (each partner organised one in their environment) after C2 with a total of 90 participants. The results of the project activities for the participants are summarised as follows: -9 participants able to use Augmented Reality applications for educational purposes -11 participants able to understand and apply key concepts of logical and critical thinking -11 participants able to use the GBL and integrate it into their sessions -11 participants able to design their sessions based on the GBL.
The EDUTECH project proposes to support and train our educators based on innovative and contemporary educational sciences ("cooperative learning") to improve their methods of teaching the chosen key competences that are the basis of a modern, knowledge-based European society. The specific aim of this project is to carry out a series of training activities in which participating schools will be able to share and localise teaching methods/tools using the differences and advantages of integrating each methodology/tool into our own processes. - Game-based learning and critical thinking and filtering of information in the first LTTA - Augmented reality in the classroom by the second LTTA.
Today, digital progress has ushered in a new era in which low-skilled adults tend to be left behind or fall into technological "traps" that younger generations, born "engulfed" by technology, can easily avoid. Digital illiteracy poses other obstacles for adults, both in their daily lives and in their work and social environments. Moreover, it is widely acknowledged that adults tend to avoid this educational process, as it is generally believed that the time for "going to school" is long gone, and a significant number of people are taking the first steps to improve their skills. It has been shown that it is mandatory to be conducted in a modern and innovative way using modern techniques that include more critical thinking and understanding about absorbing information and making use of the technology at hand, facilitating access to content developed with AR technologies, introducing concepts and tools that focus on pedagogical use as well, how to use open educational resources available in the area of Game Based Learning, acquiring new skills.