Through this project, we aimed to provide an inclusive and accessible educational space, promoting personalized learning and technology in education. The educational platform created as a result of the project offers open educational resources, based on 20 universal stories and divided into activities such as debate, theatre, interactive quizzes, educational games and many others. These resources are structured to be used at different stages of the learning process: home preparation, in-class activities, homework. An important part of the project is the adaptation of these resources for students with hearing impairments: international sign language and Romanian sign language. The online platform developed under the Erasmus program is a good example of how digital technology can transform education. As technologies continue to evolve, we can anticipate that such projects will become increasingly sophisticated and effective. With the continued support of Erasmus and the international educational community, such initiatives have the potential to fundamentally change the way education is perceived and delivered worldwide.
Immediately after the pandemic, both teachers and students faced a series of specific needs related to online digital resources. Teachers required valuable digital educational materials such as interactive presentations, educational videos, and interactive exercises, quizzes, or online games. Moreover, they had to adopt a new teaching model, flipped learning, a pedagogical method where students study digital materials at home, and practical activities and clarifications take place at school. In this context, Back to School Open Resources, coordinated by the Association for Digital Education Bigger Picture from Romania, in collaboration with school institutions from Greece and Spain – Meraki Projects, Ramiro Jover School and Themistoklis Private School – and funded by the Erasmus+ program, responded to this acute need for open digital educational resources, relying on the flipped learning method, as well as on gamification elements and AI. The project is aimed at primary and secondary school students (ages 10-15) and teachers, with resources also adapted for children with hearing impairments, addressing another major need in the education system: inclusion.