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Teremtsük újra

2023-2-HU01-KA210-SCH-0001838612023Small-scale partnerships in school educationfinalizedGood practice
Countries: HU|RO · Grant: €58,440
Digital content, technologies and practicesNew learning and teaching methods and approaches

Objectives

The project supports the rehabilitation of the oil‑polluted floating marsh, the return of native vegetation, and the acceleration of natural regeneration. A key goal was to limit the uncontrolled spread of cattails by installing floating marsh islands. Students took an active role in environmental work, strengthening their ecological awareness, while modern methods such as the STEAM approach and gamification helped develop their skills both locally and across borders. The project also explored how water and marshes appear in music, engaging the wider community and raising awareness of the ecological value of floating marshes. Another aim was to present the results to the public, reinforcing local identity and responsibility for environmental protection, and to develop and share the rehabilitation methodology with national and international partners. The project integrated natural sciences (ecological surveys, water analysis, plant identification), technology and engineering (floating structure development), the arts (music research and visual design), and informatics (3D design, digital documentation). Through these activities, the program offered multidimensional, research‑based and experience‑focused learning.

Background

n December 2020, severe environmental damage occurred on the Danube shore in Szigetszentmiklós, where unknown individuals released thousands of liters of used oil into a drainage channel, contaminating the Ráckeve (Soroksár) Danube branch. Large areas of native vegetation died, and the floating marsh ecosystem suffered major losses. Our project aimed to restore the damaged area. Since 2022, our teaching staff has relied on expert research to build floating marsh islands that support the return of natural marsh vegetation. This work accelerated regeneration and helped limit the rapid spread of cattails intensified by strong UV radiation. Students took part during a forest school project week, conducting fieldwork, collaborating in small groups, analyzing and documenting their findings. Their motivation was strengthened through competition and gamified assessment. They learned about the ecological importance of floating marshes and their role in water purification. Following the STEAM approach, the project also integrated the arts and 3D design. We involved our partner school, the Kölcsey Ferenc National College of Satu Mare, whose students and teachers showed strong interest in the methods and the practical use of gamification.

Project partners (2)