The project aims at enhancing safe device use for educational purposes. O1 Creating a learning environment to acquire digital skills and integrate them in the educational process using devices for 80 teachers, 800 disadvantaged high schoolers and 800 parents in 4 partner high schools O2 Raising the number of beneficiaries who use devices as an efficient learning tool O3 Increasing parents’ awareness of the safe use of modern technology (from 200 parents to 800- 75%) until June, 2023 as compared to January1, 2021 One of the important objectives of school education is building skills and abilities, and in this respect technology can be used as a means of integrated education. In the future education will be highly computerized, so the younger generation should have competencies in using the technology, just as past generations used the paper and the pencil in their times. The project supports innovative practices in a digital area by introducing devices as an efficient learning toolThrough the inclusion of the 800 high school students from disadvantaged groups , we will ensure social inclusion.
Too often we see children and adults who misuse or abuse technology without being sure what they are doing. The problem is not so much what users do not know, but what is considered the appropriate use of technology. Parents point out that children spend a lot of time spending their time on devices and have violent behavior. Parents are not aware of the risks of device usage in excess and without the guidance of the adult and do not know about the existence of parental control solutions; Highschoolers from all 4 partner schools use devices for fun; existing educational content is considered unattractive and boring; Devices are used because they do not know other ways of spending their free time in the family; Educators have mixed opinions in what the usage of devices in teaching situations in concerned. Teachers pointed out that there is not enough digital educational content; The motivation of the project lies in the desire to change the current perception of devices not being considered educational tools but just a means of entertainment. Good practice guides will develop a network of future users and will be enriched with the subsequent experience.