Projects Showcase

Digitalisation brings many new opportunities, but it also poses significant challenges for educators, especially those working in VET. This is because of the specificities of the subjects taught and also because of the predominantly practical approach to vocational subjects.

The main objective of the D-VET project is to mobilise, motivate and support VET teachers in the transition from paper-based to digital learning and teaching.The specific objectives are:

The project will produce the following three main outputs:

  • Methodology for the development of online lessons
  • A set of online (video) lessons themselves
  • An online platform for sharing lessons and experiences

The programme is built around the development of 4 modules, where each module addresses the core competencies of school leadership.

Module 1. Culture and Leadership – We will find out why it helps to become an informal leader, with a vision and a partnership culture.

Module 2. Agile management of school projects – The only thing that is certain in today’s world is change. Change and responding to it is one of the most relevant topics of our time. How do we manage complex projects in schools when we often don’t know what lies ahead?

Module 3. Psychological resistance – We will learn how to work with stress, what causes it and how it could become our partner and not our master.

Module 4. Feedback – We will discover that feedback is a real gift that can clean up the air and “change the oil” in our congregation.

Digitalisation brings many new opportunities, but it also poses significant challenges for educators, especially those working in VET. This is because of the specificities of the subjects taught and also because of the predominantly practical approach to vocational subjects.

The main objective of the D-VET project is to mobilise, motivate and support VET teachers in the transition from paper-based to digital learning and teaching.The specific objectives are:

The project will produce the following three main outputs:

  • Methodology for the development of online lessons
  • A set of online (video) lessons themselves
  • An online platform for sharing lessons and experiences

 

  • Participatory tourism research and gamification
  • Online course on participatory tourism, cultural heritage and gamification
  • City game

    – LARP is a role-playing game where participants physically portray characters in a fictional environment.

    – LARP allows participants to experience real experiences while being in a safe game environment.

    – Participants can develop the skills and competencies that make LARP a great experiential learning tool.

      • Tools for young people (13-18 years of age) to participate in urban planning and at the same time to be educated about climate change.
      • Feedback coming from young citizens to urban planners during the process of planning.
      • Interactive digital tools for youth and educators focused on the environmental education of youth in combination with active involvement in urban planning.
        The goal is to develop critical thinking and media and information. youth literacy. In the context of the critical media consumer, critical questions would most likely be about the author’s motives. How was the information verified? Who could benefit from the dissemination of such information? To understand the intersection of critical thinking and MIL, try thinking of yourself as a detective in even the most mundane of everyday situations.

            We developed a comprehensive methodology using the approach of gamification, serious games and LARPs (live action role-playing) to support the development of key competences for people with low qualifications, to expand their educational opportunities and contributed to the methodical education of lecturers and trainers who work with this target group.

                Its aim is to generate, equip and support the development of new digital projects with a positive impact by young peopleThese projects may fall into different areas: culture, environment, solidarity, media, etc. Thus, the project promotes and facilitates the development of new initiatives led by young people in the digital field, which is currently little invested in by young people. It specifically aims to develop initiatives with a positive impact.

                    • Create tools, methodologies and new didactical approaches to support blended learning according to the specific needs of primary and secondary schools across Europe. A specific focus will be dedicated to the inclusion of approaches that will support social skills preservation.
                    • Empower students and teachers with innovative competences in order to stimulate students’ self-learning, independence and 3-way communication (teacher-student; student-teacher; student-student). Based on this methodology, students will be encouraged to choose their own school subjects, activities and programmes.
                    • Stimulate communication and interdependence between students, teachers and families by involving target groups from the first stage of the project. This is intended to raise awareness on the methodology, reaching and involving European stakeholder like school Institutions and will lead to the creation of a widespread Learning Community

                        Project Based Learning (PBL) is a well-known approach where students apply their knowledge to solve authentic problems and produce results that matter. PBL students take advantage of digital tools to produce high quality, collaborative products. In Agile2Learn project, PBL techniques are reinforced with Agile pedagogy to achieve the above-described objective.