A few didactic hours were devoted to computer graphics and photo processing in the curriculum for the IT technician profession. The subject of e-commerce, e-sport, online games and steaming is almost completely omitted, which may seem obvious to some, because it is mainly entertainment and so in the busy schedule, the teacher should wisely manage the time for the other, very important content, without which a graduate of this profession will not appear in the current labour market. Of course, there is no doubt that learning these modern trends of functioning on the web is a novelty and knowledge addressed mainly to young people, but they will constitute future generations and future employees in modern companies. We started by verifying whether it was necessary and useful at all, and then how to devote time to interesting and absorbing students' knowledge classes in this topic and direct them to become interested in current trends in online streaming, graphics or games so that those who the elements will interest or tie their future with "work" on the web, they could learn something more. In recent years, public awareness and interest in so-called movies, ubiquitous computer graphics, online commerce, and computer games and techniques associated with the use and combination of these solutions have reached an incredible scale. Specialists, programmers as well as marketers and traders face a daily challenge to meet the needs of customers from around the world: from movies on social networking sites, through graphics in online stores, to large-budget online games bringing together millions of players and fans. Therefore, teachers must be familiar with these IT solutions and be creative in offering to learn about them to meet the needs of students and offer interesting graduates. The main goal of the project is to bring the results of vocational education related to the IT industry closer to the needs of the labour market and the interests of students during 23 months. The project involves the implementation of educational innovation and the promotion of new technologies and the development of models for confirming / recognizing competences acquired in the project by a group of local employers and school representatives. The innovation will be based on international and joint development taking into account the experience of employers from the IT market, e-sport and e-marketing of the non-formal education program (both - technical school students in any field of study and students of other vocational schools). The main goal will be achieved when we achieve the following specific objectives: - increasing the quality and efficiency of vocational education in the IT industry in response to current trends, - developing new skills for practicing educators and equipping them with competences and knowledge necessary to provide high-quality educational services and in response to these trends, - enhancing the social mission to promote vocational training that meets the needs of European employers and the IT solutions used.
The aim of the project was to spread the use of digital technologies and innovative pedagogical methodologies in vocational education in technical high schools. The project also aimed the development of digital competence including the use of open educational resources among teachers, students, schools and organizations. Within the project we have undertaken action to popularize the innovative methodologies and teaching tools to improve the teaching process in schools and institutions for vocational training in the neighboring countries of Lithuania, Poland and the Czech Republic. The actions such as the support of implementation of innovative approach and digital technologies in teaching and learning, in compliance with the action plan for digital education including the efficient use of IT tools and entertainment to make the education in vocational schools more attractive , the support of comprehensive approach towards the innovation as well as the use of digital technologies in vocational training within our project were to cause not only the changes in approach but also some administrative, technical and organizational changes in teachers work. We were also trying to change the way students and teachers cooperate using the methods and solutions developed while working on the project. The possibility of starting and continuing the training for the teachers of vocational subjects form our school as well as the partners’ schools and organizations, which can disseminate these good solutions in our region, the neighboring countries, was a great opportunity for the schools involved in the project as well as many places of work of our students. It gave a chance to develop practical tools which would make the methods of vocational teaching more attractive, especially the methods involving the newest digital technologies.
Only a few didactic hours were devoted to computer graphics and photo processing in the standard curriculum for the IT technician profession. The subject of e-commerce, the newest forms of advertising in the curriculum for the technician of advertising and the technician of photography and multimedia is completely omitted and the topics of e-sport, online games and streaming is almost completely omitted. It may seem obvious to some, because it is mainly entertainment and so in the busy schedule, the teacher should wisely manage the time for the other, very important content, without which a graduate of this profession will not appear in the current labour market. Of course, there is no doubt that learning these modern trends of functioning on the web is a novelty and knowledge addressed mainly to young people, but they will constitute future generations and future employees in modern companies. We started by verifying whether it was necessary and useful at all, and then how to devote time to interesting and absorbing students' knowledge classes in this topic and direct them to become interested in current trends in online streaming, graphics or games so that those who the elements will interest or tie their future with "work" on the web, they could learn something more. In recent years, public awareness and interest in so-called movies, ubiquitous computer graphics, e-commerce, and computer games and techniques associated with the use and combination of these solutions have reached an incredible scale. Specialists, programmers as well as marketers and traders face a daily challenge to meet the needs of customers from around the world: from movies on social networking sites, through graphics in online stores, to large-budget online games bringing together millions of players and fans. Therefore, teachers must be familiar with these IT solutions and be creative in offering to learn about them to meet the needs of students and offer interesting graduates. The project was created to fill in the competence gaps in the general curriculum and the curriculum for the technician of advertising and the technician of photography and multimedia. The competence gaps were determined by the competence research done with the employers of Białystok Functional Region. The research results are available on the following website: https://drive.google.com/drive/folders/1xA1nrmoFVChpSXFOb6mC2WATJwKt3UdO?usp=sharing the titles of the research are: - The research report on the competence needs of the companies from Białystok and the area – the fields of services and administration ( including the specialties of technician of advertising, technician of photography and multimedia) - The research report on the competence needs of the companies from Białystok and the area – the fields of electric and electronics (including the specialties of IT technician)