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Innovative teaching methods: Programming, Robotics and Game Based Learning as challenges in Education

Funder: European CommissionProject code: 2020-1-AT01-KA229-077957
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | School Exchange Partnerships Funder Contribution: 116,678 EUR

Innovative teaching methods: Programming, Robotics and Game Based Learning as challenges in Education

Description

"The reason for our Erasmus+ project: Innovative teaching methods: Programming, Robotics and Game Based Learning as challenges in Education is, that we want to be part of the process creating the conditions for empowering our students to face present and future opportunities, in their personal and prospective working lives. We want to try and fulfil the targets in ET2020 about lifelong learning and mobility, improve the quality and results in education and work towards social integration by meeting peers in other countries and enhance creativity and motivation in our students.By applying new methods such as game based learning we can improve student’s engagement and motivation. We will target at least four of the EU eight key competences for lifelong learning:*Digital competence*Communication in foreign languages*Cultural awareness and expression*Basic competence in science and technologyProgramming and robotic technologies are especially beneficial in the innovative teaching process. They are used as a vehicle to transfer in a transversal way knowledge and thereby facilitate the development of logical thinking.Simulation games have great potential to improve science learning in our classrooms. They can individualize learning to match the pace, interests, and capabilities of each particular student and Contextualize learning in engaging virtual environments.*The most relevant horizontal priority according to the objectives of our project are innovative practices in digital era. Our LTTAs focus on Virtual reality, Programming with Scratch, Robotics and game based learning used as innovative teaching methods which can be applied in various subjects.*By taking part in mobilities (LTTAs) to partner schools in Austria, Spain, Italy and Portugal, students' initiatives and social competences are promoted.We plan to involve a vast number of students aged 16 to 22 of the four participating schools in Spain, Italy, Portugal and Austria.Most students will be part of the project at their own schools, but some students from each school will also be given the possibility of taking part in a learning teaching and training activity at one of the participating schools for an international ""INNOVATIVE week"". Activities and methodology will include programming robots, taking part in simulation games, strategic problem-solving, interviews, questionnaires, discussion panels, learning cafes and presenting pitches as well as making videos and programming magazines. The CLIL methodology will also be used. During all the assignments and activities a focus is put on P21's Framework for 21st Century Learning Skills: Learning and Innovation (4Cs), Digital literacy, Career and Life (Social and Cross culture interaction, and responsibility, flexibility and adaptability, initiative and self-direction).During the project period we will organize four ""short- term exchanges of groups of pupils"" for the students of the four participating schools and five short-time joint staff training events for teachers, each dealing with a specific topic relevant for the project e.g. introduction to programming tools in education: BBC micro:bits, programming with Scratch, Virtual Reality in the classroom and business simulation games.The students will stay with host families in order to get insight into other cultures and traditions and get closer contact to their hosts.The joint staff training events for teachers are aimed at exchanges of best practices among teachers focusing on how to improve teaching with new technology e.g. programming, Scratch, Robotics, Business simulation games online and offline. The project outcomes:*A portfolio containing teaching materials (lesson plans, assignment, interview/feedback templates, business canvas and evaluation methods) for innovative practices in a digital era in education in various subjects.A chapter will be devoted to evaluation and dissemination methods.Another chapter will focus on how to organize Short-term exchanges of groups of pupils (INNOVATIVE weeks) from preparation to organization and implementation. It should serve as a sample model and guide for future international cooperations among schools.*Another result will be a webpage where you can find all the uploaded materials for using Innovative teaching methods.Results and impacts:*a better knowledge of Inquiry-based & problem-based learning, Collaborative learning and Interdisciplinary learning*by applying new methods and strategies we can improve student’s engagement and motivation*Linking curriculum with life – emphasis on skill building *higher proficiency in English *a better cultural awareness and understanding.In a longer perspective we hope that our portfolio will become part of the curriculum.We also feel that one huge benefit lies in students meeting students in other countries and staying in their homes. This will help fight xenophobia and racism and will give our students an intercultural competence."

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