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Learning at Any Time, at Any Place via any Device

2021-1-PL01-KA220-SCH-0000344582021Cooperation partnerships in school educationfinalizedGood practice
Countries: PL|CY|BG|EL|ES|MK · Grant: €196,824
Digital content, technologies and practicesKey competences developmentNew learning and teaching methods and approaches

Objectives

The project aimed to revolutionize Math education by introducing a novel approach to both teachers and students. Its main objective was to establish a flip-classroom learning environment through curriculum-covered video lessons serving as a digital learning solution and aiding mixed-ability classes. Initially focused on 7th graders the project intended to expand to more grades and subjects in the future. The innovation lay in creating different duration frames for each content: 15-minute videos for high achievers, 30-minute for average students, and 45-minute for underachievers, promoting inclusivity in learning. The project's outcome was a prototype methodology for designing engaging video lessons, incorporating various elements to appeal to students. Additionally the BYOD Platform emerged as the main result, providing access to videos anytime, anywhere. Goals included developing, testing, and disseminating didactic concepts, teaching materials and assessment methods for math education at the European level. Targeting both teachers and students, the project aimed to offer digital resources for teachers' professional development in adapting to distance learning and enhance students' key competencies, reducing learning disparities.

Background

The COVID-19 outbreak in 2019 accelerated the adoption of distance and hybrid learning creating a need for effective digital tools and content. This urgency led to a digital transformation in Math Education, yet educators faced challenges in selecting suitable tools. Consequently students used various tools causing confusion. To address this the project focuses on two key needs: - Supporting Teachers and Educators: The BYOD-Learning Platform offers a centralized resource for hosting videos accessible anytime, anywhere and on any device. It aims to resolve confusion among educators by providing a unified platform for various subjects, levels, and languages. - Developing Students' Key Competencies: by introducing a methodology for designing video lessons, encouraging active and collaborative learning. The BYOD Platform aims to enhance learning by accommodating diverse styles and allowing students to control their own pace. The project stresses a new teaching approach tailored to individual needs, supporting mixed-ability students and addressing low-achiever disparities. Objectives include shifting to innovative teaching methods, providing digital solutions for mixed-ability students, and increasing knowledge in digital technologies.

Project partners (8)