Jesmo li spremni za moć informacijsko-komunikacijskih tehnologija u obrazovanju?Lidija Kralj
Greg Butler, Microsoftov direktor za obrazovne strategije; Računalo u školi XIII: Jesmo li spremni za moć informacijsko-komunikacijskih tehnologija u obrazovanju?
Jesmo li spremni za moć informacijsko-komunikacijskih tehnologija u obrazovanju?Lidija Kralj
Greg Butler, Microsoftov direktor za obrazovne strategije; Računalo u školi XIII: Jesmo li spremni za moć informacijsko-komunikacijskih tehnologija u obrazovanju?
Tema: Portal programa „Suradnici u učenju“, www.ucitelji.org
Autori: Tomislav Bronzin, Software Architect – CITUS d.o.o. i Željka Knezović, , Software Architect – CITUS d.o.o.
Predmet i cilj ovog rada je objasniti kontekst u kojem se primjenjuje web servis „PokloniMi“. Odrediti pojam i značajke te analizirati segmente, važnije modele i primjene ovog poslovnog modela. Istražiti mogućnosti koje nam pruža i načine na koje možemo ući u taj svijet poslovanja, Obradit ćemo potrebe zbog kojih je došlo do razvoja takvog oblika poslovanja te probleme koji se javljaju u takvom načinu poslovanja. Glavni zadatak ovog rada je detaljno objasniti i istražiti sve prednosti i nedostatke ovog poslovnog modela te mogućnosti napretka i razvoja.
predstavljanje eTwinning projekta ME THE A.I #2.0 povodom integriranog dana robotike i informatike u II. osnovnoj školi Čakovec, prikaz aktivnosti provedenih do kraja veljače 2020.
Introducing the Global Goals - activity 5NarandaIva
This document outlines an activity for students to choose which of the UN Sustainable Development Goals they think is most important. Students will write a paragraph explaining their choice of goal and how it is linked to the other goals. They will each create a PowerPoint slide presenting their answer.
This document describes a project between two Croatian classes where students created greeting cards using free background images from Pixabay and the 3D painting program MS Paint. The classes collaborated on designing digital greeting cards as part of a green computing initiative to reduce paper waste.
Učenje u ozračju međunarodne suradnje i igreNarandaIva
MIPRO 2018 - 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, Conference CE - Computers in Education, Opatija, Croatia.
The paper about the eTwinning project Zero-One: I. Naranđa (Primary School Vladimir Nazor Pribislavec, Croatia) "Učenje u ozračju međunarodne suradnje i igre".
http://docs.mipro-proceedings.com/ce/ce_71_4644.pdf
eTwinning u OŠ Vladimira Nazora PribislavecNarandaIva
This document summarizes the eTwinning projects of Osnovna škola Vladimira Nazora Pribislavec from 2012-2017. It lists 7 eTwinning projects that received the European Quality Label. It also mentions the school winning the national COMET award for the best eTwinning project in the 2012/2013 school year. The document outlines the school's participation in additional eTwinning activities including conferences, campaigns, and anniversary events celebrating 10 years of eTwinning.
The document evaluates the results of the eTwinning project Zero-One from June 2017. It discusses the impact on both pupils and teachers, with multiple sections dedicated to exploring the perspectives and experiences of each group. Overall, the evaluation focuses on assessing the outcomes of the collaborative project for both students and educators.
Ex-post evaluation - Digital Citizen - How and WhyNarandaIva
This document appears to be an evaluation report on an eTwinning project called "Digital Citizen - How and Why" from the 2016-2017 period. The report was written by Iva Naranđa from Croatia and evaluates the results of pupils who participated in the project.
Copyright - copying rules and fair use - Canva postersNarandaIva
Copyright law governs the copying and distribution of creative works. There are rules around fair use that allow for limited use of copyrighted materials for purposes like commentary or research without permission. This document was created by students in Croatia as part of a digital citizenship project exploring copyright.
eTwinning project - final presentation by IvanaNarandaIva
museum visits, making posters and movies using Canva and Windows Live Movie Maker, online and offline activities shared on presentations, forums, and games. They collaborated with other schools through videoconferencing and evaluated the project through online questionnaires.
The document summarizes the results of an online survey about the digital habits of students. It found that playing computer games and using social media like Facebook and Instagram were the most popular online activities. However, a significant portion of students also used different learning platforms. In their free time, students enjoyed a variety of real-world activities like sports, reading, and learning. Most students spent 1-2 hours online per day using smartphones and felt safe during their online activities.
This document summarizes the results of a study that tracked the online and offline time of 21 students aged 11-12 over the course of a week. It found that on average students spent 12 hours and 20 minutes online per week, with 52% spending more time online than the average and 48% spending less time. Detailed data is provided on the time each student spent using devices like computers, tablets, and smartphones both daily and over the full week.
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Tema: Portal programa „Suradnici u učenju“, www.ucitelji.org
Autori: Tomislav Bronzin, Software Architect – CITUS d.o.o. i Željka Knezović, , Software Architect – CITUS d.o.o.
Predmet i cilj ovog rada je objasniti kontekst u kojem se primjenjuje web servis „PokloniMi“. Odrediti pojam i značajke te analizirati segmente, važnije modele i primjene ovog poslovnog modela. Istražiti mogućnosti koje nam pruža i načine na koje možemo ući u taj svijet poslovanja, Obradit ćemo potrebe zbog kojih je došlo do razvoja takvog oblika poslovanja te probleme koji se javljaju u takvom načinu poslovanja. Glavni zadatak ovog rada je detaljno objasniti i istražiti sve prednosti i nedostatke ovog poslovnog modela te mogućnosti napretka i razvoja.
predstavljanje eTwinning projekta ME THE A.I #2.0 povodom integriranog dana robotike i informatike u II. osnovnoj školi Čakovec, prikaz aktivnosti provedenih do kraja veljače 2020.
Introducing the Global Goals - activity 5NarandaIva
This document outlines an activity for students to choose which of the UN Sustainable Development Goals they think is most important. Students will write a paragraph explaining their choice of goal and how it is linked to the other goals. They will each create a PowerPoint slide presenting their answer.
This document describes a project between two Croatian classes where students created greeting cards using free background images from Pixabay and the 3D painting program MS Paint. The classes collaborated on designing digital greeting cards as part of a green computing initiative to reduce paper waste.
Učenje u ozračju međunarodne suradnje i igreNarandaIva
MIPRO 2018 - 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, Conference CE - Computers in Education, Opatija, Croatia.
The paper about the eTwinning project Zero-One: I. Naranđa (Primary School Vladimir Nazor Pribislavec, Croatia) "Učenje u ozračju međunarodne suradnje i igre".
http://docs.mipro-proceedings.com/ce/ce_71_4644.pdf
eTwinning u OŠ Vladimira Nazora PribislavecNarandaIva
This document summarizes the eTwinning projects of Osnovna škola Vladimira Nazora Pribislavec from 2012-2017. It lists 7 eTwinning projects that received the European Quality Label. It also mentions the school winning the national COMET award for the best eTwinning project in the 2012/2013 school year. The document outlines the school's participation in additional eTwinning activities including conferences, campaigns, and anniversary events celebrating 10 years of eTwinning.
The document evaluates the results of the eTwinning project Zero-One from June 2017. It discusses the impact on both pupils and teachers, with multiple sections dedicated to exploring the perspectives and experiences of each group. Overall, the evaluation focuses on assessing the outcomes of the collaborative project for both students and educators.
Ex-post evaluation - Digital Citizen - How and WhyNarandaIva
This document appears to be an evaluation report on an eTwinning project called "Digital Citizen - How and Why" from the 2016-2017 period. The report was written by Iva Naranđa from Croatia and evaluates the results of pupils who participated in the project.
Copyright - copying rules and fair use - Canva postersNarandaIva
Copyright law governs the copying and distribution of creative works. There are rules around fair use that allow for limited use of copyrighted materials for purposes like commentary or research without permission. This document was created by students in Croatia as part of a digital citizenship project exploring copyright.
eTwinning project - final presentation by IvanaNarandaIva
museum visits, making posters and movies using Canva and Windows Live Movie Maker, online and offline activities shared on presentations, forums, and games. They collaborated with other schools through videoconferencing and evaluated the project through online questionnaires.
The document summarizes the results of an online survey about the digital habits of students. It found that playing computer games and using social media like Facebook and Instagram were the most popular online activities. However, a significant portion of students also used different learning platforms. In their free time, students enjoyed a variety of real-world activities like sports, reading, and learning. Most students spent 1-2 hours online per day using smartphones and felt safe during their online activities.
This document summarizes the results of a study that tracked the online and offline time of 21 students aged 11-12 over the course of a week. It found that on average students spent 12 hours and 20 minutes online per week, with 52% spending more time online than the average and 48% spending less time. Detailed data is provided on the time each student spent using devices like computers, tablets, and smartphones both daily and over the full week.
Respect of myself and the others when I am online - Canva postersNarandaIva
This document discusses respecting oneself and others when online. It was created as part of an eTwinning project on digital citizenship by students in 8th grade classes 8A and 8B at OŠ Vladimira Nazora Pribislavec school in Croatia under the guidance of their teacher Iva Naranđa in March 2017. The document focuses on creating Canva posters about respecting oneself and others online.
prezentacija dijela projektnih aktivnosti u razdoblju od prosinca 2016. do kraja veljače 2017. u OŠ Vladimira Nazora Pribislavec, Code Bucket Challenge i proširena stvarnost, Aurasma
This document provides information about online safety and was created by students in Croatia for a digital citizenship project. Students from classes 8A and 8B at OŠ Vladimira Nazora Pribislavec school worked with their teacher Iva Naranđa to create Canva posters on online safety in December 2016.
This document discusses a computer coding activity where students will break a binary code to discover a message. The activity is part of an eTwinning project called "Zero - One" conducted in November 2016 by Vladimira Nazora Pribislavec school. The teacher leading the project is Iva Naranđa.
Ex post evaluation - Where is my green environment?NarandaIva
The document is an ex-post evaluation from June 2016. It appears to assess or analyze something that occurred in the past, as ex-post refers to evaluation done after the fact. However, without more context around the subject and goals of the evaluation, or what was being evaluated, the summary can only state the document type and date at a high level.
2. 7-22October2017
@CodeWeekEU codeEU#codeEU
Naučite stvarati programiranjem!
• Europski tjedan programiranja je inicijativa
koju vode volonteri koji promiču
programiranje i računalno razmišljanje.
• Cilj je pokazati kako programiranjem
realizirati vlastite ideje i povećati vidljivost
programiranja.
3. 7-22October2017
@CodeWeekEU codeEU#codeEU
Europski tjedan programiranja
u brojkama
2014.
• 150,000 ljudi
• 4,200 događanja
• 36 država
2013.
• 10,000 ljudi
• 3,000 događanja
• 26 država
2015.
• 570,000 ljudi
• 7,600 događanja
• 46 država
2016.
• 970,000 ljudi
• 20,000 događanja
• +50 država
4. 7-22October2017
@CodeWeekEU codeEU#codeEU
Povjerenik za digitalno gospodarstvo i
društvo Günther H. Oettinger izjavio je:
Moramo ubrzati nadograđivanje digitalnih vještina,
uključujući programiranje. Ako želite biti uspješni na
svojem radnom mjestu, u poslovanju i u sektoru
proizvodnje, morate raspolagati digitalnim vještinama.
U okviru Europskog tjedna programiranja nudi se
mogućnost stjecanja digitalnih vještina koje su ključne
na tržištu rada.
5. 7-22October2017
@CodeWeekEU codeEU#codeEU
Potpredsjednik zadužen za jedinstveno
digitalno tržište Andrus Ansip izjavio je:
U 21. stoljeću digitalne vještine ključne su za svakog
pojedinca. Programiranje je zabavan i privlačan način
stjecanja informatičkih vještina u suradničkom okruženju.
Ove godine moramo osigurati da mogućnost sudjelovanja
u tjednu programiranja imaju svi građani Europe, stoga
pozdravljam suradnju s lokalnim i regionalnim vlastima,
javnim knjižnicama i udruženjima za mlade.
6. 7-22October2017
@CodeWeekEU codeEU#codeEU
Alessandro Bogliolo, koordinator
ambasadora tjedna programiranja izjavio je:
Programiranjem se intuicija pretvara u rješenje, a ideja u
inovaciju. Računalnim načinom razmišljanja oslobađa se
stvaralački potencijal. Ovdje nije riječ o tehnologiji, već o
osobnom osnaživanju. Ne propustite priliku naučiti nešto
o programiranju tijekom Europskog tjedna programiranja
2016. i podijelite oduševljenje sa svojom obitelji,
učenicima i studentima, prijateljima te milijunima ljudi
diljem svijeta.
8. 7-22October2017
@CodeWeekEU codeEU#codeEU
Zašto treba naučiti programirati?
Živimo u svijetu u kojem tehnologija brzo napreduje.
Način na koji radimo, komuniciramo, kupujemo i
razmišljamo drastično se promijenio.
Kako bismo se nosili s tim brzim promjenama i shvatili
svijet oko sebe, moramo ne samo razvijati svoje
razumijevanje načina funkcioniranja tehnologije, nego i
razvijati vještine i sposobnosti koje će nam pomoći da
se prilagodimo životu u novom vremenu.
9. 7-22October2017
@CodeWeekEU codeEU#codeEU
Učenje programiranja pomaže nam u shvaćanju kako
stvari funkcioniraju, istraživanju ideja i kreiranju za
rad i zabavu.
Pomaže nam u oslobađanju kreativnosti i suradnji s
ljudima iz bliskog okruženja, ali i iz cijeloga svijeta.
Zašto treba naučiti programirati?
24. 7-22October2017
@CodeWeekEU codeEU#codeEU
Više o eTwinning projektu
Explore Scratch:
http://www.os-vnazor-
pribislavec.skole.hr/etwinning?news_hk=5601&news_id=
1405&mshow=1118#mod_news
https://twinspace.etwinning.net/44726/home