Digital Sharing, what is it?

Schools in Turkey, France, Italy and Portugal have different knowledge in the digital field (France coding, Turkey HTML, Italy Robotics, Portugal Web 2.0 applications). Each country will DIGITAL SHARING its unique experience with other countries, and the digital competencies of the countries will be increased.

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Adriano Néry

Portugal, Penafiel

Web 2.0

Leverage the interactivity of prosumers in the production, consumption and sharing of school content. Promote the dissemination of digital platforms in the school environment in an effective, fast and assertive way.

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Hassen Bekka

France, Le Raincy

Coding

Transform traditional teaching methods into more creative methods by using new technologies, covering coding concepts in a fun and gamified manner that meet the latest in curriculum standards.

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Sebastiana Salerno

Italy, Palermo

Robotics

Robots, intelligent machines that can assist humans, will play an increasingly important role in business and life. Programming robots implies skills, logical, mathematical and critical reasoning, which must be developed in students.

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Huseyin Demircan

Turkie, Muğla

HTML

HTML is not only limited to computer science, it is also very important in terms of interdisciplinary interaction. […] it will be easier for students to think creatively and solve problems in case of encountering problems in different fields.

Digital Sharing: Activities

Learn HTML

Activity items 5 | 8 june 2023

  • What is HTML and how is it used
  • HTML Work
  • HTML TAGS
  • Usage of HTML Tags
  • Web Design Codes
  • Site Design
  • Build Profiles On Websites
  • Block citations on websites
  • Links, Paragraph Editing And LTT Post-Testing On Websites

After this activity, we expect the following from our teachers:

  • To learn what HTML is and how it is used
  • HTML tools will be recognized and their usage will be known
  • Necessary codes for web design will be learned
  • To learn to organize and activate the site design
  • To use HTML markup language for structure profiles, block quotes, links, paragraph edits on websites
  • To ensured that new technologies are being used effectively in the classroom
  • To develope new skills in digital learning
  • With online assets, students will be included in the education, and students will have the opportunity to practice. Therefore, after the training, students will be able to share their experiences with their classmates
  • Again, by sharing the qualifications of the trained teachers with other teachers in their schools, mass influence will be achieved.
  • To create a web site infrastructure by using other ICT tools, especially HTML
  • To improve their language skills
  • To discover different cultures and values.

In addition, as a result of these activities, it is planned to instill these skills with HTML education at an early age in order to raise new individuals equipped with 21st century skills instead of rote learning, questioning and non-criticizing generations by reflecting this information to students by teachers. HTML is not only limited to computer science, it is also very important in terms of interdisciplinary interaction. By gaining algorithmic thinking skills at an early age, it will be easier for students to think creatively and solve problems in case of encountering problems in different fields.

Learn Web 2.0

Activity items 2 | 5 october 2023

  • Platforms for organizing classes, for managing learning resources and school progress (Google Classroom, Microsoft Teams, Moodle)
  • Workshop: Create your own classroom
  • Presentation of trainees communication activity
  • Communication platforms - Zoom, Microsoft Teams, Google Meet, Webex
  • Brainstorming and discussion on moodle best practices
  • Workshop: Create a communication activity – Teamwork
  • Presentation of trainees communication activity
  • Online learning (Interactive presentation – Prezi, Slido, Peardeck
  • Oral Expression Activities – Flip; Creating Videos – Clipchamp, Kizoa
  • Creating Interactive Content – Canva; Creating Mind Maps – Freemind, Xmind
  • Infographic Creation – Genial.ly, Draw.io)
  • Workshop: Create a lesson using tools for learning platforms - Teamwork
  • Presentation of trainees communication activity
  • Tools for online collaboration (Padlet, Whiteboard, Kialo)
  • Tools for online evaluation (Kahoot, Quizziz, Plickers, Socrative)
  • Workshop: Create an online test – Teamwork
  • Presentation of trainees communication activity.

18 Teachers and trainers of the school will participate in a full 4-day seminar on the effective use of digital educational platforms. At the same time, they will participate in the use of the most popular and useful Web2 tools to empower themselves in terms of the new educational needs that the Covid-19 Pandemic has brought to the surface. The seminar will contain theory, practice and interaction to get a complete picture of the topic. The target group, as already mentioned, will be the school teachers who will take a training course on digital educational platforms and the use of Web2 tools. They will be the students themselves, as they will receive a complete training course that will provide them with new skills and educational means to meet their teaching needs. Beyond the teacher, the benefit of this activity will be transferred to their students, who will also learn the use of digital platforms and Web2 tools. At the same time, students will have the chance to have highly trained teachers in this field. Others, that will benefit from this activity, will be their school units that will gain teachers with new skills and specialized in these new teaching methods.

After this activity we expect the trainees:

  • To use new technologies effectively in their class
  • To develop new skills on digital learning
  • To recognize and select the most effective Web2 Tool in order to satisfy their needs
  • To be sufficient users of the digital platforms
  • To get the “virus” of finding more about this way of modern learning procedure.

Learn Coding

Activity items 22 | 25 april 2024

Coding Coding – it covers coding concepts in a fun and gamified manner that meets the latest in curriculum standards. LEARN CODING – mobility in France (LTT)

  • Team work – warm up, icebreaking games
  • The lecture: What is coding?
  • The lecture: How coding works?
  • The lecture: Benefits of learning to code.
  • The lecture: common coding languages.
  • The lecture: JavaScript and JAVA– how to code?
  • The lecture: Python – how to code?
  • The lecture: SQL -coding language
  • The lecture: PHP – coding language
  • The lecture: Ruby – coding language
  • The lecture: C ; C++; C Sharp; Objective - C – coding language
  • The lecture: PERL – coding language
  • The lecture: Visual Basic – coding language
  • Workshops – practise of coding

There are 14 teachers who take part in the project activities. Especially Math, Phisics, IT, Economy and English teachers who want to develope their skills and share the knowledge in range of coding, roboting, HTML, Web 2.0. 40-year-old French teachers, despite their age, want to develop their competences and present their workshop as modern and adapted to the needs of students in the 21st century.

The goals that our teachers want to achieve while participating in this project are as follows:

  • To improve the language proficiency of our teachers.
  • To increase the use of these tools by enabling them to know more about the current multimedia tools.
  • Opportunity for our teachers to see exemplary practices that will enable them to further develop their talents and skills.
  • To ensure high self-esteem.
  • To make our school European-oriented by initiating cooperation with schools from other European Union countries.
  • To transform traditional teaching methods into more creative methods by using new technologies.
  • Increasing active participation in social life, both at local and European level.
  • To increase our success in science and mathematics courses.

Expected results of the activity on participants:

  • Explain the benefits of digital-based learning,
  • Explain the successful use of digital games as a learning resource,
  • Can use technology to develop material,
  • Develop their competence in using technology in the field of mathematics,
  • Develop problem solving skills,
  • Ability to organize and analyze information logically,
  • Develop writing and analytical thinking skills,
  • Learn to work collaboratively,
  • Can prepare educational games in line with their needs,
  • It can increase self-efficacy for technology integration,
  • Develop the skills of thinking about what to teach and how to offer solutions,
  • Design an assessment tool for a different assessment approach,
  • Evaluate design studies according to learning objectives,
  • Generalize and transfer the problem solving process to other problems.
  • Using technology resources with self-management and problem-solving focus,
  • Recognizing the intelligent behavior model of the computer and gaining the engineering design processes,
  • Being able to make their own games with the development of their competencies,
  • New generation digital measurement materials that support metacognitive skills so that they can get the desired results in exams development,
  • Enrichment of communication skills and easier adaptation to technological developments,
  • Development of language skills and cultural capacities in the EU dimension of teachers;
  • Creating a new interdisciplinary learning platform with digital game developments by increasing their qualifications,
  • They are active people who do not give ready information to their students and direct them to a quality and diverse information source.

Useful Links – Activities Platforms

Learn Robotics

Activity items 3 | 6 june 2024

By 2020, 60 percent of robots will depend on cloud-based software to define new skills, cognitive abilities and application programs, resulting in the robotics cloud market. Robots will play an increasingly important role in business and life in general. In the robotics classes, together with the participants, they will work on line follower, sumo, mini sumo, thematic robots and their operation under the leadership of the host for 4 days. As a result of these activities, partners will integrate adaptive learning technology into their curriculum by automating the alignment of Content to the subject/objectives and discovering the right material at the right time for a given student. Teachers will have better time to choose the best learning experiences for their students.

  • Computational thinking
  • What is Robotics?
  • Development Processes of Robotics - Usage Areas of Robotics
  • What is Robotic Coding?
  • Basic Concepts
  • Introduction to Algorithm — Why Do We Need Algorithms?
  • Flow Chart
  • Scratch Examples
  • Robotics Examples with Thinkercad
  • Led Lighting, Blink Application
  • LED Lighting with Button
  • Link on websites Analog Reading and Serial Communication Analog Reading and Serial Communication
  • Project Merging with Mobile Application

In addition to coding, HTML, Web 2.0 trainings within the scope of the project, the target group is our teachers in different branches who want to improve their existing knowledge and skills with roboting they will learn in Italy. At the same time, Italian teachers will pass on their experiences to other colleagues. In addition to the education and business life of teachers, these tools will have a positive effect on students becoming more active and participatory individuals in the future. It is a fact that roboting will add color to many lessons and will affect students' technological literacy levels in a very positive way. In order for this positive impact to be at a high level, the use of these tools should be compatible with the activity goals and objectives, and the students should have a very good understanding of roboting. Ensuring that students do not only read, hear or see the information they need to learn, but also make practical content studies will make serious contributions to the student in this sense. Many of the educational benefits of roboting technologies are productivity, motivation, learning and learning to learn, and with this activity, especially teachers, 1st degree students and their families and their environment will benefit from their interaction. These tools play a critical role in preparing students for the business and educational life of the 21st century and support their creative and critical thinking skills.

After this activity, we expect the following from our teachers:

  • Uses new technologies effectively in its class, especially in the field of robotics
  • They will have developed new skills in digital learning
  • Recognize, develop and manufacture robotic tools to meet their needs
  • To be a user of digital platforms with sufficient capacity
  • The teacher who uses roboting applications will bring vitality to the class thanks to the different activities, programs and products he brings to the class,
  • The teacher who uses roboting applications will be able to use more up-to-date and functional content in their lessons.
  • The teacher will be free in time and space.
  • They will be able to develop content using roboting, collaborate with each other, and support the exchange of information and ideas among users.
  • Teachers who will integrate roboting tools into their lessons will also benefit students by using them in the classroom. Students who use the applications help them become technology literate, active and participatory individuals in their learning and future lives. Students will experience their desire for the lesson and the happiness of having developed something, as they work product-oriented and get the results of their efforts concretely