Doukas School participates in several EU and National R&D
projects and coordinates extensive European Networks under
programmes such us Erasmus+, Lifelong Learning Programme,
Intelligent Energy Europe, EPEAEK, PAVE, LINGUA.
In the context of research projects, Doukas School teachers and
experts cooperate in order to express the user-needs of the school
pupils or school educators. They also provide valuable feedback
for the design of educational software/applications etc (such as
digital educational games). During the testing and validation
stage, students and teachers in Doukas School evaluate the
demonstrator, in order to provide feedback form the actual side of
the actual end-user. Finally, the school participates actively in
dissemination activities.
Our key areas of interest are:
 21st Century Competences
 School of the Future
 Technology-Enhanced Learning
 Competency Based Education
 Personalised Learning
 Mobile Learning
 Game Based Learning and Gamification
 STEM education
 Athletics and Nutrition
 Learning Analytics
 Cloud Computing in Education
 e-Portfolios
 Literacy Skills enhancement
 Career Counseling Competences for students and parents
www.doukas.gr/WebPage/pliroforiki_erevna_erevnitika_erga
In the following pages you will find an overview of the current
research projects Doukas School is involved (2016-2017).
Outline
I N S I D E T H I S P R O F I L E
1 Outline
2 Lire 2.0
3 Geo-Capabilities
4 Make World
5 Boys Reading
6 School on the Cloud
7 Game It…
Doukas School • Greece • 2n d
Edition
Doukas School
Research Profile
Doukas School
Mesogeion 151
151 26 Maroussi
Greece
www.doukas.gr
Contact Person:
Panos Papoutsis,
Project Manager
Phone:
+30 210 6186 000 (ext. 556)
E-mail:
panos.papoutsis@doukas.gr
Page 2 Doukas School Research Projects
(2015
Lire 2.0
LiRe 2.0 is based on the assumption that Innovative use of ICT-
based, open educational practices and resources that link up
informal, non-formal, and formal reading/learning, can play a
significant role in enhancing people’s reading attitudes, reading
engagement and reading skills. The project’s specific objectives are:
 To combat low levels of literacy and engage at-risk students
in reading and academic learning.
 To provide innovative pedagogical methods, best practice
guidelines, and strategies towards systemic use of ICT for
reading promotion.
 To empower all stakeholders to use innovative ICT-based
educational practices and resources in enhancing people’s
reading attitudes, reading engagement, and reading skills.
 To inspire, guide, and facilitate the creation of reading
cultures and communities through the use of Web 2.0.
 To implement ways in which technology can encourage
reading for pleasure and engagement in various settings and
for diverse readers.
For further information please visit the project website:
 Website: www.lifelongreaders.org
GeoCapabilities 2
GeoCapabilities 2 is an EU funded programme, with a duration of 3
years (December 2013-November 2016), under Comenius-LLP
Programme, that started in. The key objective is to create teacher
training materials to develop teachers as curriculum leaders …
through a 'capabilities' approach'. The key output is “to develop
and pilot an online professional development communications
platform for teacher preparation in geography.” This aims to
include:
 Resources (teaching materials and communications tools)
 Trans-European collaborations
 Online teacher exchanges
For further information please visit the project website and social
media:
 Website: www.geocapabilities.org
 Twitter: www.twitter.com/@geocapabilities

Page 3Doukas School Research Projects
Make World
The motivation of this project is to provide teachers and students
with the methodologies and tools for teaching and learning of STEM
high quality. This has set the following objectives:
1. Analyze the attitudes and skills around STEM of teachers and
elementary students.
2. Design and define a methodology for the teaching and
learning of STEM, leveraging the engagement of social and
gamified platforms, story-telling, computational thinking.
3. Develop an open, free, open source and expandable platform
to promote a symbiotic relationship between STEM learning and
computational thinking.
4. Create initial content and activities for the platform
5. Assess the quality and impact of the project.
For further information please visit the project website and social
media:
 Website: http://www.makeworld.eu
 Facebook: https://www.facebook.com/MakeWorld.eu
 Twitter: https://twitter.com/makeworld_eu
Boys Reading
Boys Reading is an Erasmus + project funded by the EU.
It aims to find solutions to the age-old problem of why boys aged 11-
15 consistently lag behind their female counterparts in reading books,
a problem which has wide-reaching repercussions. The project studies
the problem systematically, seriously taking into account the opinions
and input of all stakeholders: boys, educators and parents. It will
attempt to give boys a broader choice in what they read according to
their preferences through motivating activities. It also targets
educators, parents and community members, to help engage the boys
in this endeavour.
For further information please visit the project website and social
media:
 Website: www.boysreading.org
 Facebook: www.facebook.com/pages/Boys-Reading/768352616592788
Page 4 Doukas School Research Projects
(2015
School on the Cloud
School on the Cloud (SoC) – Connecting Education to the Cloud
for Digital Citizenship
SoC explores new dynamic ways in education that align with the
way we think, share, learn and collaborate, across various
sectors, by exploiting the opportunitie arising from the Cloud.
SoC is an ICT network that consists of 57 Partners representing 18
European countries (10 Schools, 21 Universities, Companies,
NGOs, National Authorities, Research Centres, Associations and
Adult Education providers).
It is funded by the European Commission under the Lifelong
Learning Programme, Key Activity 3 – ICT Networks, with a
duration of 3 years (01/01/2014 – 31/12/2016)
For further information please visit the project website and social
media:
 Website: www.schoolonthecloud.eu
 Facebook: www.facebook.com/SchoolOntheCloud
 Twitter: www.twitter.com/school_cloud
 LinkedIn: www.linkedin.com/groups/schooloncloud-7426807
GameIt
GameIt is research project under the “Industrial Research and
Technology Development Program 2013”.
GAmeIt will contribute to the vision of an entertaining
personalized and always available virtual school, based on
digital educational content and hoarded human knowledge.
With this aim, the proposed platform combines basic and
applied research results innovatively, with mature
technologies, with the view to upgrade everyday (Greek and
international) educational practice, with:
1. the power of a digital knowledge integration engine
2. the game-based learning pedagogical advantages
3. the interaction that web game ensures, with multiplayer
on a collaborative and/or competitive environment.
For further information please visit the project website and
social media:
 Website: www.gameit.gr
 Facebook: www.facebook.com/pages/Gameit/1532248127023262
 YouTube: www.youtube.com/channel/UChdZZV9e2IoMn_yKC4jsyKg

Doukas School Research Profile [2016]

  • 1.
    Doukas School participatesin several EU and National R&D projects and coordinates extensive European Networks under programmes such us Erasmus+, Lifelong Learning Programme, Intelligent Energy Europe, EPEAEK, PAVE, LINGUA. In the context of research projects, Doukas School teachers and experts cooperate in order to express the user-needs of the school pupils or school educators. They also provide valuable feedback for the design of educational software/applications etc (such as digital educational games). During the testing and validation stage, students and teachers in Doukas School evaluate the demonstrator, in order to provide feedback form the actual side of the actual end-user. Finally, the school participates actively in dissemination activities. Our key areas of interest are:  21st Century Competences  School of the Future  Technology-Enhanced Learning  Competency Based Education  Personalised Learning  Mobile Learning  Game Based Learning and Gamification  STEM education  Athletics and Nutrition  Learning Analytics  Cloud Computing in Education  e-Portfolios  Literacy Skills enhancement  Career Counseling Competences for students and parents www.doukas.gr/WebPage/pliroforiki_erevna_erevnitika_erga In the following pages you will find an overview of the current research projects Doukas School is involved (2016-2017). Outline I N S I D E T H I S P R O F I L E 1 Outline 2 Lire 2.0 3 Geo-Capabilities 4 Make World 5 Boys Reading 6 School on the Cloud 7 Game It… Doukas School • Greece • 2n d Edition Doukas School Research Profile Doukas School Mesogeion 151 151 26 Maroussi Greece www.doukas.gr Contact Person: Panos Papoutsis, Project Manager Phone: +30 210 6186 000 (ext. 556) E-mail: panos.papoutsis@doukas.gr
  • 2.
    Page 2 DoukasSchool Research Projects (2015 Lire 2.0 LiRe 2.0 is based on the assumption that Innovative use of ICT- based, open educational practices and resources that link up informal, non-formal, and formal reading/learning, can play a significant role in enhancing people’s reading attitudes, reading engagement and reading skills. The project’s specific objectives are:  To combat low levels of literacy and engage at-risk students in reading and academic learning.  To provide innovative pedagogical methods, best practice guidelines, and strategies towards systemic use of ICT for reading promotion.  To empower all stakeholders to use innovative ICT-based educational practices and resources in enhancing people’s reading attitudes, reading engagement, and reading skills.  To inspire, guide, and facilitate the creation of reading cultures and communities through the use of Web 2.0.  To implement ways in which technology can encourage reading for pleasure and engagement in various settings and for diverse readers. For further information please visit the project website:  Website: www.lifelongreaders.org GeoCapabilities 2 GeoCapabilities 2 is an EU funded programme, with a duration of 3 years (December 2013-November 2016), under Comenius-LLP Programme, that started in. The key objective is to create teacher training materials to develop teachers as curriculum leaders … through a 'capabilities' approach'. The key output is “to develop and pilot an online professional development communications platform for teacher preparation in geography.” This aims to include:  Resources (teaching materials and communications tools)  Trans-European collaborations  Online teacher exchanges For further information please visit the project website and social media:  Website: www.geocapabilities.org  Twitter: www.twitter.com/@geocapabilities 
  • 3.
    Page 3Doukas SchoolResearch Projects Make World The motivation of this project is to provide teachers and students with the methodologies and tools for teaching and learning of STEM high quality. This has set the following objectives: 1. Analyze the attitudes and skills around STEM of teachers and elementary students. 2. Design and define a methodology for the teaching and learning of STEM, leveraging the engagement of social and gamified platforms, story-telling, computational thinking. 3. Develop an open, free, open source and expandable platform to promote a symbiotic relationship between STEM learning and computational thinking. 4. Create initial content and activities for the platform 5. Assess the quality and impact of the project. For further information please visit the project website and social media:  Website: http://www.makeworld.eu  Facebook: https://www.facebook.com/MakeWorld.eu  Twitter: https://twitter.com/makeworld_eu Boys Reading Boys Reading is an Erasmus + project funded by the EU. It aims to find solutions to the age-old problem of why boys aged 11- 15 consistently lag behind their female counterparts in reading books, a problem which has wide-reaching repercussions. The project studies the problem systematically, seriously taking into account the opinions and input of all stakeholders: boys, educators and parents. It will attempt to give boys a broader choice in what they read according to their preferences through motivating activities. It also targets educators, parents and community members, to help engage the boys in this endeavour. For further information please visit the project website and social media:  Website: www.boysreading.org  Facebook: www.facebook.com/pages/Boys-Reading/768352616592788
  • 4.
    Page 4 DoukasSchool Research Projects (2015 School on the Cloud School on the Cloud (SoC) – Connecting Education to the Cloud for Digital Citizenship SoC explores new dynamic ways in education that align with the way we think, share, learn and collaborate, across various sectors, by exploiting the opportunitie arising from the Cloud. SoC is an ICT network that consists of 57 Partners representing 18 European countries (10 Schools, 21 Universities, Companies, NGOs, National Authorities, Research Centres, Associations and Adult Education providers). It is funded by the European Commission under the Lifelong Learning Programme, Key Activity 3 – ICT Networks, with a duration of 3 years (01/01/2014 – 31/12/2016) For further information please visit the project website and social media:  Website: www.schoolonthecloud.eu  Facebook: www.facebook.com/SchoolOntheCloud  Twitter: www.twitter.com/school_cloud  LinkedIn: www.linkedin.com/groups/schooloncloud-7426807 GameIt GameIt is research project under the “Industrial Research and Technology Development Program 2013”. GAmeIt will contribute to the vision of an entertaining personalized and always available virtual school, based on digital educational content and hoarded human knowledge. With this aim, the proposed platform combines basic and applied research results innovatively, with mature technologies, with the view to upgrade everyday (Greek and international) educational practice, with: 1. the power of a digital knowledge integration engine 2. the game-based learning pedagogical advantages 3. the interaction that web game ensures, with multiplayer on a collaborative and/or competitive environment. For further information please visit the project website and social media:  Website: www.gameit.gr  Facebook: www.facebook.com/pages/Gameit/1532248127023262  YouTube: www.youtube.com/channel/UChdZZV9e2IoMn_yKC4jsyKg