
"<< Background >>The world has faced many global disasters, problems and epidemics for centuries in the past centuries. Due to the pandemic (covid-19) we have been experiencing recently; Alternative ways were sought against possible scenarios, from the business sector, which was closed to homes all over the world, to all other sectors. One of them is the field of education. Although the digital transformation in education is already on the agenda of many countries around the world, no country's plan and infrastructure was ready to make a large-scale transformation in such a short time due to the covid-19 outbreak (Akbulut, 2020: 50). William G. Tierney, a professor at the University of Southern California, describes the biggest transformation in the future of education as the transition from a passive teaching culture to an active learning culture. In this process, students, at the appropriate place and time; They will be able to learn individually or in groups on the subjects they want. We have to make the digital learning field attractive with different, innovative applications to support the development of their creativity, social and emotional skills while providing them with digital skills.This change will naturally cause changes in the roles of teachers and schools after the epidemic. In this transformation, the new roles of teachers will be to support students while they are searching and learning information, rather than leading the classroom and taking exams. Schools, on the other hand, will not become a learning center where learning takes place, but where different learning activities are organized. Time will show in which country, in which schools and at what levels this transformation will take place, and who can go beyond the discourses and create a qualified and transformative “New Education Model”. However, during this transformation, there is a very important point that we should not forget as educators in all corners of the world: The work we will do today, the choices we will make, and the different practices we will initiate will form the cornerstones of the ""new education."" We have to act without forgetting that we are evolving. We now know that digital competence is a need and imperative for teachers and students. Working with this awareness and responsibility, as Konya Provincial MEM, which strives to support our schools, teachers and students with different projects in many fields, we started our project works with a high motivation to contribute to 'Digital Transformation'.In the field analysis surveys conducted in the partner country schools, we have seen that our problems and needs are also common. ((https://forms.gle/pR8bVxVjCmZP6bmQ8) In this process, common needs requiring transnational cooperation in education and the content of our project were as follows:1-To make teachers competent in digital skills.2-Keeping students in constant contact with teachers, friends and educational work, ensuring that they can access information anytime, anywhere.3-Supporting teachers to develop digital content in the digital environment that can attract students' attention and take into account the differences. (web2.0 and web 4.0 Tools)4- To be able to establish solid digital foundations for the future by meeting with technological tools in the field of education at an early age.5-To increase students' awareness of digital tools on the welfare of countries and the development of humanity.6-To raise the awareness of teachers, students and parents about safe educational site resources.7-To support the creativity of teachers and students by including cultural and artistic elements in educational activities in the digital environment.Since the problems and needs in digital competencies are universal, our project is designed with a strong partnership structure with 6 partners, based on the principle that solutions should also be universal.<< Objectives >>We provide continuous telephone and e-mail communication with our partners in the design of our project. In addition, 2 online meetings were held with our partners during the design phase of the project. In this meeting, detailed ideas were exchanged about what we want to achieve and common goals and activities specific to our project were determined. Our most common common goal in the partnership structure of our project; To add innovation to educational activities in the digital environment, to make distance education more efficient and more attractive by improving the digital skills of teachers and students and supporting them to prepare and use more practical and instructive digital materials. Our target groups are teachers, students and parents. What we want to achieve towards these target groups;-Teachers: First of all, they will be more conscious about using the digital environment safely, they will learn to do content and art works with Web 2.0 tools, they will learn to use digital content effectively in the classroom, they will learn about the latest technology in education, web 4.0 tools, how and how to use augmented reality in lessons. They will learn, experience the content creation stages of a digital educational game and its use in lessons. They will strengthen their leadership qualities and professional competencies through activities and dissemination activities. Project-based work and problem solving skills will develop, and their motivation to produce other projects and work in projects will increase.-Students: Students are the main subject of all educational work. With our project activities, students will learn to use the digital environment in a responsible and safe manner, they will recognize safe sites with educational content, they will be able to use the digital environment for educational purposes anytime, anywhere, they will be able to use web tools while preparing visual designs and presentations, they will experience the application of deferred reality and they will be able to make simple sample studies on this subject .-Parents: The most important result we want to achieve in the matter of parents is that they can correctly guide their children on how to use the digital world more safely and responsibly. This goal will be achieved with local cyber security trainings.Our common goals;1-To strengthen teachers' ability to create and apply content by improving the use of different innovative digital education tools in the digital environment.2-To support the teacher to make learning more enjoyable and permanent by diversifying his educational studies by using inter-active distance learning tools.3-Developing the digital skills of teachers and strengthening their self-confidence and professional development.4-To ensure that students can participate in educational activities on their own in digital media anytime, anywhere, by improving their digital skills.5-Teacher, to raise awareness in students that the development level of countries and individuals in the future is parallel with the development of digital skills.6-To improve the creativity of teachers and students who have learned to use various digital tools by teaching them to use the elements of culture and art by establishing interdisciplinary relationships.7-To support teachers, students and parents to use the digital environment in a correct, principled, responsible, safe and efficient manner.8-Developing children's social, cultural, emotional and creativity skills by incorporating historical, cultural and artistic values into the digital environment.9-Contributing to digital skills with new and different studies in the digital environment, being a guide and model for other educational institutions and organizations.10-To develop a sense of cooperation, problem solving, and cooperation on the target groups in situations of common problems, needs and crises.<< Implementation >>2TPM and 2 LTT meetings will be held in our project.Some activities will take place in the eTwinning environment and on different online platforms. In case of the continuation of the epidemic process, local activities of the project will be carried out in the eTwinning environment, and the activities will be rescheduled virtual and physical. Project Activities, Effects and Results as follows:1-TPM (DECEMBER-2021, TURKEY): The 3-day meeting will be held in Konya under the coordination of the Provincial Directorate of National Education. The meeting will be organized together with the local partner, Zeki Altındağ Primary School. The purpose of the meeting; It is the meeting of partners and establishing an active communication and evaluating the work to be done, operations and studies together in order to carry out the project process in a healthy way.Day 1: Project partners' institution / organization introductions, reviewing the project content on the prepared google drive form, Budget management presentation and preparation of a 2-year work schedule.Day 2: Presentation of eTwinning will be made by one of the partners ICS 'Padre A.Gemelli' di Leporano school. The presentation will be followed by the teachers of partner schools in Poland, Romania and Zeki Altındağ Primary School teachers who will participate in project via teleconference. The plan & work of eTwinning project, which will be carried out in September 2021 under the same name as our Erasmus + project, will also be explained in this presentation.Day 3: The content plan and application examples of the culture and art studies that will be included in the digital education activities by Zeki Altındağ Primary School will be presented. There will be a trip and observation work on the promotion of the historical, cultural and artistic values of Konya.With TPM meeting to be held in Turkey, the work schedule of the project process will be planned face to face & duties and responsibilities will be clearly stated. This will facilitate the achievement of the project's results and objectives, and increase the motivation for communication, cooperation and sharing among the partners. The eTwinning presentation will make a positive contribution to results of the project in terms of using and evaluating the digital environment and digital tools within the eTwinning project. The presentation of content for cultural and artistic activities in the digital environment will constitute an important resource and infrastructure for raising children as social, emotional and active European citizens.2-LTT (MAY-2022; POLAND): In the training activity to be held with the participation of all partners in Poland, the methodologies of the preparation and use of digital content in classrooms will be covered. Purpose of the Meeting: Training of digital content preparation and implementation of the methodologies for the Distance Education Process.3-LTT (NOVEMBER-2022, ITALY): The purpose of the meeting to be held in Italy with the participation of all partners; Introduction of Web4.0 tools, application studies for using content created with web4.0 tools in educational environment.LTT will focus on teaching digital cards (content for augmented reality experience) and a variety of activities aimed at creating a cultural heritage-focused digital game. We will combine didactic-entertaining activities with opportunities to get to know our region & digital content that is important in terms of both historical and artistic heritage and traditions will be prepared. Trainings on reaching the digital outputs of the project and learning how to apply them in the lessons; Increasing the digital competencies of teachers, enriching the course content & diversity for students, and improving their social and emotional skills will make a great contribution to their goals.4-FINAL TPM MEETING(OCTOBER 2023) partners will attend the final meeting with 3 people.The meeting will be organized by GALATI UNI.<< Results >>Expected Results:1-DIGITAL ART GALLERY: In the first year, training on the use of web2.0 tools in art works will be given in LTT to be held in Poland. After this training: In the gallery to be prepared by Konya MEM and Zeki Altındağ İO, the teachers and students of partner and partner schools will prepare digitally using web2.0 tools, famous historical places, cultural motif collages, local plants (painting and photography works), local food photographs. will take.2-CYBER SECURITY: Digital trainings will improve the digital competencies of teachers and students. Teachers, students and parents will be able to use digital education content more consciously and securely with the cyber security trainings they will receive on safe, responsible and effective use of the digital environment. It will be prepared and given.3-DIGITAL GAME: The game 'Collecting Stars in Space', which will be prepared by Eduvibes Foundation (content expert) and Crhack Lab, using web tools, will attract the attention and attention of children with its social and pedagogical contents, will ensure that they are inter-active in digital environment, awareness of safe educational content and The content of the game, which will focus on the development of mathematics skills, will be created in a joint webinar under the leadership of the Eduvibes foundation.4-WEB 4 TOOLS TRAINING: It will be transferred to the participants in the LTT activity to be prepared with the work of the Crhack Laboratory from the partners, and will be shown in practice. It will form the basis of new developments that will break new ground in system training activities, in which the use of physical disks will be abandoned, and artificial intelligence operating systems will be put into use. The teachers who receive the training will be able to update their professional perspective and attitudes in the rapidly developing and changing digital world and bring technology to the classroom environment in the most up-to-date and most efficient way.5-E-BOOK (Tales from the Language of Heroes): Using augmented reality application, a fairy tale belonging to each partner country will be voiced by the hero of that country. The outputs will support the motivation and skill development of the teacher in preparing digital content. When the project is completed, digital fairy tales, games and cards will be a resource and model in partner schools, partner schools and local, regional and national educational institutions through dissemination activities.6-ARTICLES AND REPORTS: Galati University will prepare articles 'Interdisciplinary Linking of Digital Skills' and 'Supporting Digital Skills with Culture and Art Studies.' The articles will be an important content and resource for educators. It will be demonstrative and will be used in dissemination. When the studies are completed:- The digital skills of teachers and students will improve, they will be more active in distance education and afterwards in the digital environment.-Teachers and students everywhere, anytime, continuous learning, development desire and habits will be reinforced.-Teachers will gain motivation and skills in preparing innovative digital course materials, lesson planning and implementation.- Teachers, students and parents will gain responsibility and awareness about using the digital environment in a safe, ethical, responsible and effective manner.-Digital games, cards, culture and art activities will support the creativity of teachers and students and contribute to the rapprochement between cultures."
<< Background >>Cyber security is a cross-border phenomenon and requires an international approach. The worldwide spread of COVID-19 makes this approach even more relevant. During pandemic, over 80% of students worldwide did not attend universities/schools for indefinite period of time. None of the groups participating in the education (teachers, students, university authorities) were fully prepared. The imposed social isolation led to extremely intensive use of Internet and revolutionary digitisation of human life, in all of its aspects. In these conditions, cyber risks are increasing for all countries in the world at all levels of daily routine. That is why, it is very important to explore the new dimensions of cybersecurity, to improve the knowledge of (constantly evolving) risks, implement relevant legislation and improve the resilience of critical information infrastructure and networks.NEEDS OF PARTNERSHIP AND TARGET GROUPSThe needs of the target groups defined in the Project Description Section , was done on the basis of a preliminary study on the needs of the TARGETED AUDIENCES and on the SWOT analysis of each partner institution. Among most often mentioned gaps, the partners report: - Growing connection of information systems with critical infrastructure (security of the digital networks that we train); -Serious difficulties for teachers of humanities to use the electronic infrastructure effectively and deal with failures arising in the process of online work ( TR, BG, IT, PL, CH);- Lack of knowledge and skills to implement relevant security procedures (PL, TR, BG); -Lack of shared standard, instructions and coordination (All); -Increased demand for e-learning flexibility, mobility and empowerment; - Communication among students and professors over new platforms (All); - Use of sensitive data and violations from platforms (All); - Copyright and ownership of institution material (All);- Law limitations in some countries, universities can choose their platforms but some online platforms also contain additional services which aren’t linked to education, IT).<< Objectives >>Cyber IN Practice AIMS at enhancing the existing expertise starting from (but not limited to) consortium countries by supporting the development of professional groups committed to improving cybersecurity-related aspects and their management in non IT areas of the HE system. The partnership wants to achieve following by implementing this project:The Cyber IN Practice Project will help to reduce regional disparities about cybersecurity skills and competencies in partner countries. The Cyber IN Practice Project will support the identification of cyber threats and security gaps in HE in partner countries. The Cyber IN Practice Project will help the main target groups to become aware of cyber risks by putting the requirements of cyber security in Higher Education IInstitutions (HEIs) in the EU.The Cyber IN Practice Project will promote transitions in putting cybersecurity by providing innovative learning nuggets and disseminating the main deliverables of the project. The Cyber IN Practice Project will strengthen networking to solve common problems about putting cybersecurity in partner countries by generating and sharing knowledge among partners. The Cyber IN Practice Project will pilot and test learning nuggets integration in non IT oriented courses in HEIs. The Cyber IN Practice Project will provide the development of a realistic expectation by getting to know the cyber risks and prevention from cyber risks to the partners and their local and regional networks. The Cyber IN Practice Project will be a facilitator instrument in the creation of synergies that allows carrying out the common goals and objectives that will be potentially greater than those which can be reached by partners who work alone.<< Implementation >>ACTIVITIES RELATED WITH PROJECT MANAGEMENT AND IMPLEMENTATION: - Project Technical Management- Financial Management- Quality Assurance, Evaluation, Impact Assessment- Mid-term and Final Monitoring Reports- Process Evaluation Report and Quality reports;- Dissemination strategy and report;- Dissemination material (newsletters, leaflets, articles)- In-presence transnational meetings with representatives of the partner organizations.E1-E4: MULTIPLIER EVENTS in Turkey, Italy, Bulgaria and PolandACTIVITIES RELATED WITH RESULTS:R1 - Identification cyber threats and security gaps for non IT oriented HE coursesR1/A1 - The Desktop Analysis R1/A2 - Conducting of Focus Group AnalysisR1/A3 - Collecting use cases in cyber threats and risk managementR1/A4 - Cyber threats and security gaps for non IT oriented HE courses Report R2 - Development of Guide with learning nuggetsR2/A1 - The State-of-the-art reportR2/A2 - Sharing platform will be selected and configured for the specific purposes of Cyber IN Practice;R2/A3 - Interactive materials will be developed for the purposes of the Pilot training foreseen (R3);R2/A4 - The nuggets of knowledge on cybersecurity and risk management will be structured in thematic modules.R3 - Integration of nuggets in non IT oriented HE coursesR3/A1 - Guidelines for Implementation of the learning nuggets will be developed for supporting the work of university staff for HEIs non IT students.R3/A2 -Development Training and Testing Methodology R3/A3 -Conducting Pilot Testing in Partner Countries R3/A4 - Final Report<< Results >>RESULTS:R1 - Identification cyber threats and security gaps for non IT oriented HE courses - The Desktop analysis will be devoted to define cyber threats and security gaps in online training observing the existing data for countries partners in the project consortium and for their neighbour countries;- Report with key conclusions and recommendations of the national focus groups will summarise the findings of their work. These groups will be structured around disciplines from humanities, natural and applied sciences. The aim to receive deeper and narrower information of the exact skills and competencies as well as common challenges and most importantly - unknown needs of the specialists and trainers as target groups.- Use case Collection (collecting good and bad practices in cyber threats and risk management);- Identification of gaps and threats and selection of a set, based on the specific needs.R2 - Development of Guide with learning nuggets- The State-of-the-art report will search to identify practices of using learning nuggets in higher education which will be the Nuggets Manual will define the micro learning (nuggets) structure and first draft of the training/learning strategy;- Sharing platform will be selected and configured for the specific purposes of Cyber IN Practice;- Interactive materials will be developed for the purposes of the Pilot training foreseen;- The nuggets of knowledge on cybersecurity and risk management will be structured in thematic modules;R3 - Integration of nuggets in non IT oriented HE courses- Guidelines for Implementation of the learning nuggets will be developed for supporting the work of university staff.- The Pilot testing will be carried in each partner country for testing the Cyber IN Practice approach for incorporation of IT knowledge into the learning content of non IT disciplines.- The Training Methodology for integration of the nuggets into non IT disciplines will support trainers and educators in making use of the Cyber IN Practice outputs and in implementing future training courses or atoms of cybersecurity knowledge into their courses based on the materials created.All outputs will be available in English and partly translated on BG, IT, PL and TR languages.RESULTS of the Management and Implementation: - Project Technical Management- Financial Management- Quality Assurance, Evaluation, Impact Assessment- Mid-term and Final Monitoring Reports- Process Evaluation Report and Quality reports;- Dissemination strategy and report;- Dissemination material (newsletters, leaflets, articles)- In-presence transnational meetings with representatives of the partner organizations.RESULTS of the dissemination activities- Dissemination plan- Project website- Project pages in social media - Project newsletters- Project Brochure & other dissemination material- Workshop on cyber security (In Turkey - Marmara University)- National multiplier events
<< Background >>Coronavirus disease (COVID -19) is the first pandemic in history to use technology and social media on a large scale to keep people safe, informed, productive, and connected. At the same time, the technology we rely on to stay connected and informed is enabling and amplifying an infodemic that continues to undermine the global response and compromise pandemic control measures. An infodemic is an overabundance of information, both online and offline. It is a deliberate attempt to spread false information in order to undermine the public health response and promote alternative agendas by groups or individuals. Misinformation and disinformation can harm people's physical and mental health, increase stigma, jeopardize valuable health gains, and lead to poor adherence to public health interventions, reducing their effectiveness and jeopardizing countries' ability to stop the pandemic.Misinformation costs lives. Without the necessary confidence and the right information, diagnostic tests will go unused, vaccination campaigns (or campaigns to promote effective vaccines) will not achieve their goals, and the virus will continue to spread.Moreover, disinformation polarizes public debate on issues related to COVID -19, amplifies hate speech, increases the risk of conflict, violence and human rights abuses, and threatens the long-term prospects for promoting democracy, human rights and social cohesion.The digital age has made it easy for anyone to create media. We don't always know who created something, why they made it, and whether it's credible. This makes media literacy tricky to learn and teach. Nonetheless, media literacy is an essential skill in the digital age.<< Objectives >>Our most related priority is to promote media literacy and to raise awareness about the false information that is present on a daily basis around the world. We believe that working with youth and youth workers we will take great attention to this issue to the wider community. As we need to make awareness of this global issue.The main objectives are:•to increase awareness on what news are fake, which resources are not trustwothy•to create a common consciousness to change the societies habits on believing in everything they hear or read•to promote EU funding projects to wider community. •to raise awareness to youth education and its deep effects at local, national and international level. •to enhance media literacy skills of youth •to improve design thinking, creativity, adaptability, resilience, and even empathy. •to develop communication, team-work, digital literacy, analyzing, research skills.•to create innovative ideas, questioning and problem solving skills. •to reach 2000 people with our project and make awareness to wider community. •to hand in our production result e toolkit – comic strip to 1000 people. •to reach 100 people with Multiplier Event at local and national level, •to reach 1000 person with our project website, social media, youtube, Twitter, Facebook, Instagram, Erasmus Project Results Platform, EPALE, partners' official website, visual and printed media, stands.•to reach 1000 people with our workshops, symposia, online webinars, meetings, seminars, peer-to-peer activities<< Implementation >>We plan to have these implementation and dissemination activities:- 4 transnational project meetings- 2 LTTs- 4-6 peer-to-peer activities- Multiplier event in LithuaniaTPMs:1.TPM1 in Portugal kick off2.TPM2 in Poland deciding the structure of the comic strip, sharing responsibilities3.TPM3 in Lithuania Finalising the comic strip, presenting it during the Multiplier event visit to Vilnius Uiversity Communication faculty, evaluating comic strip after the visit with questionnaires4.TPM4 in Portugal evaluation of the project, presenting project resultsLTTs:1.LTT1 in Bosnia working on comic strip: researching in the streets while promoting project and erasmus, creating possible scenarios on how infodemic effects us and choosing topics between partners2.LTT2 in Turkey working on comic strip: taking photos, writing the dialogues, creation process<< Results >>OUTCOMES:•Toolkit - Comic strip about infodemic (with the aim to show how infodemic effects us and promote media literacy of young people) •Website with peer-to-peer activities and scenarios about infodemic effects from LTT1•Facebook, Instagram group•scenarios about infodemic effects from LTT1•logo of the project•Strengthened the capacity of youth workers and youth organizations in working with/for media literacy•Improved their personal skills, making them more open-minded•Boosted active citizenship of the youth of the 21st-century skills like problem-solving, being active, self-expression, creativity, etc.to reach 2000 people with our project and make awareness to wider community. •to hand in our production result e toolkit – comic strip to 1000 people. •to reach 100 people with Multiplier Event at local and national level, •to reach 1000 person with our project website, social media, youtube, Twitter, Facebook, Instagram, Erasmus Project Results Platform, EPALE, partners' official website, visual and printed media, stands.•to reach 1000 people with our workshops, symposia, online webinars, meetings, seminars, peer-to-peer activities
<< Objectives >>The project, among others, has the following objectives: •To equip youth with the emerging skills needed for being successful in the digital entrepreneurial sector•To improve youth employability opportunities through providing them with an innovative training kit which will be open, flexible, and accessible from anywhere and anytime•To identify the Europe-wide emerging digital influencers profiles in the digital entrepreneurial sector• Bring critical perspective to digital influencing;<< Implementation >>Project envisage following activities:- 3 Transnational Meetings (1 online and 2 stationary)- 4 Final Online Conferences- Development of R1 - Mapping of Digital Influencers- Development of R2 - Training Kit on Social Media Literacy- Development of R3 - Trainer Handbook<< Results >>R1- Mapping of digital influencers, which will develop a collection/e-library of digital influencers, where each partner country, will identify successful influencers promoting their enterprise;R2- Training kit on social media literacy, which will include the necessary information to the target group regarding social media, digital skills needed and how to use them;R3 - Trainer handbook, where trainers, experts, stakeholders will have a guide on how to become digital influencer.
"<< Objectives >>In this project ,we aim to enable young people to use digital platforms as producers rather than consumers, to spend quality time online, to produce useful digital content, online games, to develop digital literacy competencies, and to use the internet safely by learning web 2 tools, coding, web designing, digital entrepreneurship. This goal is directly related to addressing digital transformation through digital readiness, resilience and capacity building, which is our top horizontal priority.<< Implementation >>We will have four activities which are for 5 days, 2 young people and 2 youth workers from each country will participate. First activity"" web 2 tools workshop and social media use"" will be in Spain on 4-8th of july 2022, Second activity ""Coding and creating game workshop"" will be in Italy on 14-18th of Nowember 2022, third activity ""Digital Safety"" will be in Turkey on 1-5th of May 2023, Fourth activityon ""Digital Entrepreneurship and Designing web site"" will be in Poland on 3-7th of July<< Results >>The results of the projects will be videos about web 2 tools, brochures of social media use and web 2 tools, emagazine of multilingual digital entrepreneurship stories, games created by coding, multilingual cyber security guide ebook. Our project will increase competiencies of young people and youth workers to use the internet safely and to learn web 2 tools, design websites, create code-based games by gaining basic coding skills, and get inspired by stories of digital entrepreneurship."