Powered by OpenAIRE graph
Found an issue? Give us feedback

İstanbul STEAM Bilim Teknoloji Eğitim Kültür Sanat Derneği

Country: Turkey

İstanbul STEAM Bilim Teknoloji Eğitim Kültür Sanat Derneği

4 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2022-1-RO01-KA220-SCH-000085067
    Funder Contribution: 250,000 EUR

    << Objectives >>•TO LEARN MORE ABOUT THE SOCIAL AND EDUCATIONAL VALUE OF EUROPEAN CULTURAL HERITAGE•TO ENHANCE YOUNG GENERATIONS’ INTERACTION WITH CREATIVITY, ARTS AND CULTURE•TO DEVELOP DIGITAL CONTENT, TECHNOLOGIES AND PRACTICES TO USE IN PROMOTING CULTURAL HERITAGEInnovative,digital enrichment will be applied from a pedagogical and educational point of view with the emphasis on a constructivist social-cultural approach which helps students to become active citizens who are more aware of their cultures<< Implementation >>Research&Matching of target group needs and contentDevelopment of the didactical designProduction of CCH-HUBS titles, content, pedagogic approach and trainer manual content and Open source educational kit for schools with lesson plans and Digital APP descriptions, sample lessons and workshop design.Transnational Project Meetings and student workshopsMultiplier events(workshops,seminars,exhibitions,digital catalogue,field trips,student's culture stories after mobilities)<< Results >>•CODES OF CULTURAL HERITAGE-CCH HUBS expects to create a joint, interconnected schedule and framework to cooperate the Project in a SMART way, thus making the connotation of Project objectives and WP activities complementary, specific,measurable,achievable,relevant and time-bound.•Research results, high-quality didactic preparation for the Project outputs and training design.•Impact plans and supporting documents.•Transfers of best practices from partners to the output and lesson design.

    more_vert
  • Funder: European Commission Project Code: 2021-1-HR01-KA220-SCH-000034415
    Funder Contribution: 188,085 EUR

    << Background >>LINGUA MATHEMATICA is an Erasmus+ project that aims to bring together two disciplines and two generations. English is one of the disciplines, and Math is the other.Preschoolers make up one generation, while teenagers make up the other.According to a survey we conducted with our teenagers, English and Math are both regarded as one of the most difficult subjects. This project makes use of emerging digital resources to create motivational activities for Math learning that are integrated with English lessons. We will create some lesson materials to teach English vocabulary associated with Math subjects. It develops and supports learners in comprehending and enjoying these lessons by using shared terminology, shared applications and web tools, and shared lingua franca. Students will learn Math and English together this way. Teenagers will plan a variety of activities for Maths integrated English classes for primary and preschool students. And we will put these activities into practice in the pre-schools.The project raises awareness of the importance of Math and English across skill sets and countries, as well as provides a shared practice in using digital resources to communicate across cultures. It encourages learners and tutors from different countries and cultures to work together to improve their skills and communication, much like a video game, but with real-life skills.<< Objectives >>The project develops key competencies in 21st century skills, providing participants with the necessary digital era abilities, while also developing a concurrent mindset in using cross-curricular skills to embed learning for new careers and work in the twenty-first century.The project delves into an evolving and emerging digital world to determine the best job to do in the future. The project recognizes the importance of cultivating creativity in all students, particularly in the critical subjects of English and Math, both together and separately.Virtual lessons will reinforce creativity in education, as will contests to improve quality and innovation with new methodologies to support our students' creative potential in Math and English. The project will supplement efforts to assist the cultural and creative sectors in recovering from a crisis in terms of greener, more digital, and resilient recovery, contributing to the EU's strategic priorities.<< Implementation >>To improve their digital skills, key competencies, and 21st century skills, participants create digital games, digital stories, audiobooks, animated presentations, digital flashcards, augmented reality materials, and other digital materials.They participate in activities such as logo design contests, building designs with geometric shapes, ornament designs, handmade decorations, art designs with digital tools, patchwork, DIY activities, and short film shooting to improve their creativity and art skills.They have some activities to make them work collaboratively, such as preparing school bulletin boards, project logo, poster, and slogan contests, chess& backgammon competition, orienteering competition, making researches and presenting them as group works, special occasion celebrations, and, most importantly, LTT activities.They design a variety of activities that are used with kindergarten students both online and in person. This will instill empathy and tolerance in them toward younger people.The participants will work with SEN students who have some learning disabilities, and this work will improve the empathy feelings of teenagers.Teenagers will learn how to conduct research, collect data, and report the findings of their studies.They will participate in some STEM challenges to reinforce their knowledge of STEM fields, which will be useful in their future careers.<< Results >>Through the project, the participants will acquire a better understanding of Mathematics and English and help to foster an environment of intercultural communication. The visibility of the ERASMUS+ program in the regions would be further enhanced.the project's working methodology will be a combination of means of formal and non-formal education. Participation will be actively encouraged by giving the participants the freedom to work on the project and enabling them to become informal and involved as well as directly involve stakeholders.All results of the project's findings will be made available on the Erasmus+ Project Results Platform as an open learning resource.

    more_vert
  • Funder: European Commission Project Code: 2022-1-RO01-KA220-SCH-000085126
    Funder Contribution: 250,000 EUR

    << Objectives >>We aim to raise awareness of the value of world resources, the fragility of life on Earth, and the life-threatening crises that we face on a daily basis;-to educate children about Sustainable Development Goals and activism;-to inform the participants about the fundamental principles of SDGs and activisim including the historical events and milestones;-to create awareness the importance of protecting the world we live in;-to let the participants learn from each other-to work collaboratively<< Implementation >>We will integrate SDG activities to encourage participants to speak out about global issues while also enabling them to improve their critical thinking, digital, and cognitive capacities. We intend to integrate pleasurable activities into formal schooling through the use of digital tools. For example, organizing awareness campaigns. They will examine and interpret the material they have gathered, resulting in improved key competences which 21st century requiers.<< Results >>This project will result in a variety of teaching tools, a research study, seminars and workshops on global concerns and the Sustainable Development Goals, as well as information in the field of activism. Participants who have received social support and encouragement will be more self-assured. Increased participation in democratic life in Europe and active citizenship, as well as improved key competencies and 21st century skills, will have been cultivated at a higher level.

    more_vert
  • Funder: European Commission Project Code: 2021-1-TR01-KA122-ADU-000017922
    Funder Contribution: 19,000 EUR

    "<< Background >>European Union Police Service (Europol); Announced a report examining the impact of the Covid-19 epidemic on crimes in Europe and explained that there was an increase in cybercrime and fraud. The information presented in the report reminds us of the fact that we will continue to focus more on adult education on “Cyber Security, Conscious Use of Technology” for the next five years. Our organization continues its adult education activities with 2500 learners and 55 instructors. ""Technology Competence Self-Assessment Scale for 21st Century Learning"" was applied to our trainers. By this project, our organization aims at attending a course for adult educators to see EU examples on “Cyber Security, Conscious Use of Technology, Technology Literacy.” As a result of this course and observations presented within the course program will help in increasing the capacity to create high quality materials to be used in adult education.<< Objectives >>Examination of the Programs and Content Used in ""Cyber Security, Conscious Internet Use, Digital Skills Training"" for Adults in EU Countries; Monitoring Methods and Tools, Minimizing Exposure to Cyber Crimes and Cyber Bullying of Disadvantaged Adults with Low Education and Socioeconomic Level. Conscious Internet Usage for Adults - To Develop Digital Media Literacy Materials, Examining Transnational Examples on the Subject Area through Courses and Central Observation. A Well-Structured Awareness and Skills Regarding Literacy Between the EU Framework Program and 21st Century Skills. We would like to make improvements and increase the awareness of volunteering.<< Implementation >>In this project, a number of activities were determined, including initial activities, structured course activity and post-mobility material development and dissemination activities. For the Course Activity, an online meeting was held with the ""Euro Pass"" Course Center in Amsterdam, the Netherlands. The needs of our institution and the survey results were shared and the course plan was designed together with the center. How are ""Conscious Technology Usage"", ""Cyber Security"" ""Digital Media Literacy"" Trainings for adults in Europe in the course and in the center observation? What materials are used? How asynchronous and synchronous learning methods are used? How are educational contents, measurement tools, monitoring studies, technology integration in adult education learning-teaching processes in Europe? In Adult Education, many issues such as the motivation of volunteers and volunteering will be observed; knowledge and experience will be acquired.<< Results >>For Our educators and volunteers in adult education,1. Make better use of technology as a tool in adult education.2. To ensure development of disadvantaged adults by seeing different practices for their education,3. To examine the programs, contents and e-contents used in ""Cyber Security, Conscious Internet Use, Digital Skills Training"" for Adults in EU Countries; Developing programs, contents and e-contents with this knowledge and experience,4. Developing materials suitable for adult education (Preparing a WEB portal from the developed materials.)5. We expect to reduce the exposure and cyberbullying of disadvantaged adults with low educational and socio-economic levels."

    more_vert

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

Content report
No reports available
Funder report
No option selected
arrow_drop_down

Do you wish to download a CSV file? Note that this process may take a while.

There was an error in csv downloading. Please try again later.