
<< Background >>Nowadays, in order to design new educational orientations and resources to develop innovative environments in education, efforts are being made to provide education in the form of formal, informal or non-formal aiming at disseminating e-life cultures from pre-primary education institutions to tertiary education and to ensure its continuity.In addition, computer-based education practices and internet-based projects have been developed in schools to develop student-centered teaching transfer studies from teachercentered instruction. Decisions and implementations of Information and Communication Technologies (ICT) are increasingly taking place within the educational policies of our country, which is in the process of the European Union Council's 2020 Strategic Targets and the process of accession to the European Union. EU countries transfer huge financial resources and implement practices for integrating ICT into education in order to strengthen their economic and technological development. The implementations and projects such as the introduction of smart boards, computers, internet facilities in schools, the development of school network and management systems by Info pack, SEPIE National program of reforms in Spain projects, etc. the realization of e-learning applications by providing digital literacy of all students and teachers, etc... have taken place within the educational policies of both the EU and our country in various time periods. Teachers, who are the stakeholders of education, are at a key position in achieving the highest possible benefits of using technology in schools. In the light of all these developments, what is expected from today's schools is to educate individuals who are equipped with the skills of using and accessing information effectively. The function of computers is increasing day by day and this influence both learning-teaching processes and economic and social functions of education. Additionally, new developments across the world such as the limitations brought by COVID-19 pandemic have shown us the necessity to improve teachers’ know-how in using technology in instruction because they will need it during such times.<< Objectives >>The aims of the project according to the priorities above:• To develop cooperation between the community, school, teachers and students through the use of advanced information technology tools.• To support learning environments with educational software, electronic references, application software and educational games.• To integrate information technology tools into any learning environment.• Providing access to all sorts of advanced information technology tools throughout the life of each student.• To provide all students with the ability to use the right information technology tool at the right time and in the right place, contributing the a school education more inclusive.• To ensure that computer teachers use lesson plans, improve assessment tools, prepare educational materials and improve themselves.• Additionally, new developments across the world such as the limitations brought by COVID-19 pandemic have shown us the necessity to improve teachers’ know-how in using technology in instruction because they will need it during such times.<< Implementation >>The activities under the management are as follow:Project management – leader DESES 3Evaluation, Valorisation, Quality Management – leader URBANDissemination and exploitation – leader KOCATURKCurriculum & Training scheme - leader DESES 3e-Learning Platform and Open Education Resources - leader UPTEducational game – leader KARDITSAPilot evaluation - leader TOROSLAR and BRAINLOGPROJECT RESULT 1Curriculum & training that will be define based on the conclusions of panel of experts activities, but in general we expect following topic for the Curriculum:I. Virtual Reality - how to write learning scenario;II. Virtual Reality - how to design virtual world;III. Design of interactive animations and 3D modelling;IV. How to code mobile application;V. Principles of gamification and how to design educational gamePROJECT RESULT 2The e -Learning Platform and Open Education Resources represents one of the most important output as will provide real valuable learning resources for learners, with attention to teachers and ICT.PROJECT RESULT 3Educational game is the main output of this project and together with the e-platform will give the access to all the OER (textbooks, presentations, multimedia, 3D objects and constructions) developed as well as the training schemes. The environment will be freely available for users to visit and use for self learning purposes.<< Results >>• During the project activities we will develop three Project Results:R1: Curriculum & Training scheme - in this material, the suitable techniques, learning approaches and learning content used in the online courses and game will be identified.R2: e-Learning Platform and Open Education Resources - Within the platform, a training course with 5 modules will be available all users interested to the topic.R3: Educational game - the main output of this project and together with the e-platform will give the access to all the OER (textbooks, presentations, multimedia, 3D objects and constructions) developed as well as the training schemes.There will also be intangible results in terms of improving the skills of the people involved in carrying out this project. Staff: they will improve their skills to design new educational processes adapted to different situations and contexts. Stakeholders will be in contact with new perspectives and tools that they can use in their respective areas.Teachers: they will have the opportunity to have resources that allow them to teach the contents and continue the teaching-learning process regardless of the context. It also allows an improvement of digital skills to update their didactic methodology.Students will have the opportunity to access information, learning content and therefore to continue learning.

<< Background >>Nowadays, in order to design new educational orientations and resources to develop innovative environments in education, efforts are being made to provide education in the form of formal, informal or non-formal aiming at disseminating e-life cultures from pre-primary education institutions to tertiary education and to ensure its continuity.In addition, computer-based education practices and internet-based projects have been developed in schools to develop student-centered teaching transfer studies from teachercentered instruction. Decisions and implementations of Information and Communication Technologies (ICT) are increasingly taking place within the educational policies of our country, which is in the process of the European Union Council's 2020 Strategic Targets and the process of accession to the European Union. EU countries transfer huge financial resources and implement practices for integrating ICT into education in order to strengthen their economic and technological development. The implementations and projects such as the introduction of smart boards, computers, internet facilities in schools, the development of school network and management systems by Info pack, SEPIE National program of reforms in Spain projects, etc. the realization of e-learning applications by providing digital literacy of all students and teachers, etc... have taken place within the educational policies of both the EU and our country in various time periods. Teachers, who are the stakeholders of education, are at a key position in achieving the highest possible benefits of using technology in schools. In the light of all these developments, what is expected from today's schools is to educate individuals who are equipped with the skills of using and accessing information effectively. The function of computers is increasing day by day and this influence both learning-teaching processes and economic and social functions of education. Additionally, new developments across the world such as the limitations brought by COVID-19 pandemic have shown us the necessity to improve teachers’ know-how in using technology in instruction because they will need it during such times.<< Objectives >>The aims of the project according to the priorities above:• To develop cooperation between the community, school, teachers and students through the use of advanced information technology tools.• To support learning environments with educational software, electronic references, application software and educational games.• To integrate information technology tools into any learning environment.• Providing access to all sorts of advanced information technology tools throughout the life of each student.• To provide all students with the ability to use the right information technology tool at the right time and in the right place, contributing the a school education more inclusive.• To ensure that computer teachers use lesson plans, improve assessment tools, prepare educational materials and improve themselves.• Additionally, new developments across the world such as the limitations brought by COVID-19 pandemic have shown us the necessity to improve teachers’ know-how in using technology in instruction because they will need it during such times.<< Implementation >>The activities under the management are as follow:Project management – leader DESES 3Evaluation, Valorisation, Quality Management – leader URBANDissemination and exploitation – leader KOCATURKCurriculum & Training scheme - leader DESES 3e-Learning Platform and Open Education Resources - leader UPTEducational game – leader KARDITSAPilot evaluation - leader TOROSLAR and BRAINLOGPROJECT RESULT 1Curriculum & training that will be define based on the conclusions of panel of experts activities, but in general we expect following topic for the Curriculum:I. Virtual Reality - how to write learning scenario;II. Virtual Reality - how to design virtual world;III. Design of interactive animations and 3D modelling;IV. How to code mobile application;V. Principles of gamification and how to design educational gamePROJECT RESULT 2The e -Learning Platform and Open Education Resources represents one of the most important output as will provide real valuable learning resources for learners, with attention to teachers and ICT.PROJECT RESULT 3Educational game is the main output of this project and together with the e-platform will give the access to all the OER (textbooks, presentations, multimedia, 3D objects and constructions) developed as well as the training schemes. The environment will be freely available for users to visit and use for self learning purposes.<< Results >>• During the project activities we will develop three Project Results:R1: Curriculum & Training scheme - in this material, the suitable techniques, learning approaches and learning content used in the online courses and game will be identified.R2: e-Learning Platform and Open Education Resources - Within the platform, a training course with 5 modules will be available all users interested to the topic.R3: Educational game - the main output of this project and together with the e-platform will give the access to all the OER (textbooks, presentations, multimedia, 3D objects and constructions) developed as well as the training schemes.There will also be intangible results in terms of improving the skills of the people involved in carrying out this project. Staff: they will improve their skills to design new educational processes adapted to different situations and contexts. Stakeholders will be in contact with new perspectives and tools that they can use in their respective areas.Teachers: they will have the opportunity to have resources that allow them to teach the contents and continue the teaching-learning process regardless of the context. It also allows an improvement of digital skills to update their didactic methodology.Students will have the opportunity to access information, learning content and therefore to continue learning.
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::9759895d4ec2847bb06ecca6c08a8855&type=result"></script>');
-->
</script>