Presentation of "Game of Higher Mathematics", held during the 10th Science Projects Workshop in the Future Classroom Lab, Brussels, 26-28 February 2016
Scientix 11th SPWatFCL Brussels 18-20 March 2016: HeurekaBrussels, Belgium
This project aims to develop new curriculums for optional STEM subjects that promote inquiry-based and project-based learning using ICT. Over the course of a year, the project will develop curriculums for Mathematics with ICT, Geography with ICT, and Informatics. It will train 48 teachers from 4 schools and facilitate 228 students taking the new optional subjects starting in 2016/2017. The goals are to improve STEM education outcomes, engage more students in STEM, and obtain equipment and resources to support the new curriculums.
This project aims to develop new curriculums for optional STEM subjects that promote inquiry-based learning using ICT. Over the course of a year, 228 students and 48 teachers from 4 schools will work in teams to create curriculums for Mathematics with ICT, Geography with ICT, and Informatics. The goals are to improve STEM education outcomes, engage more students in STEM, and increase access to higher education through innovative teaching methods using new ICT equipment.
Our mission in the Inspiring Science Education team is to provide digital resources and opportunities for teachers to help them make science education more attractive and relevant to students’ lives. Through the Inspiring Science Education website and the activities organised by the partners, teachers can help students make their own scientific discoveries, witness and understand natural and scientific phenomena and access the latest, interactive tools and digital resources from within their classrooms.
Read more: http://www.inspiringscience.eu/
Scientix 11th SPWatFCL Brussels 18-20 March 2016: Space AwarenessBrussels, Belgium
The Space Awareness project aims to:
1) Stimulate interest in space sciences among students, especially girls and ethnic minorities.
2) Develop educational resources on space topics to foster science learning, global citizenship, and cultural understanding.
3) Create partnerships between individuals from different countries and cultures.
It will provide teaching materials, online courses, and activities centered around space science to help engage over 120,000 students across Europe and beyond.
Connnecting science teachers in Europe using online meetingsBrussels, Belgium
This document discusses the Scientix project, which is supported by the European Commission to connect science teachers across Europe using online meetings and resources. It provides an overview of the Scientix portal and resources available, including an online meeting room that has hosted 76 sessions for various European STEM education projects. The meeting room allows projects to schedule webinars and online workshops for up to 200 participants. Teachers involved in the online meetings find them useful for virtual visits, chats with industry experts, and project follow-up sessions. Contact information is provided for those wanting more details on the Scientix project and how to stay updated on related events and resources.
This document discusses teacher training activities and projects regarding the implementation of mobile devices in schools in the Opole region of Poland. It describes several projects funded by the European Commission including equipping schools with laptops and tablets, and training teachers on how to incorporate technology into lessons. Teachers received workshops on using apps, programming, and e-learning platforms. Schools implemented the use of smartphones and tablets for subjects like math, languages, and programming. Moving forward, proposals are made to shift from teacher-centered to learner-centered education and improve technology integration and teachers' digital skills.
The document summarizes activities, projects, and experiences at the Kaunas Teachers Training Centre. It describes lessons and activities using technology like tablets, 3D printers, and programming robots that teachers have conducted with students. It also outlines teacher trainings, international projects, collaborations with businesses, and proposals to continue improving the integration of technology into education at the national, regional, and school levels.
This document summarizes teacher training activities and projects organized by ISFEC Aquitaine related to mobile learning implementation. It discusses initial and continuous training programs for students and teachers focused on digital culture, pedagogy, and developing digital competencies. Specific digital tools used by ISFEC are mentioned. Several example projects utilizing tablets and digital devices at schools in the Aquitaine region are provided. The document concludes with proposals to improve ISFEC training in the short term, such as incorporating more social learning, video learning, and flipped classroom approaches, as well as future partnership and certification plans.
Scientix 11th SPWatFCL Brussels 18-20 March 2016: HeurekaBrussels, Belgium
This project aims to develop new curriculums for optional STEM subjects that promote inquiry-based and project-based learning using ICT. Over the course of a year, the project will develop curriculums for Mathematics with ICT, Geography with ICT, and Informatics. It will train 48 teachers from 4 schools and facilitate 228 students taking the new optional subjects starting in 2016/2017. The goals are to improve STEM education outcomes, engage more students in STEM, and obtain equipment and resources to support the new curriculums.
This project aims to develop new curriculums for optional STEM subjects that promote inquiry-based learning using ICT. Over the course of a year, 228 students and 48 teachers from 4 schools will work in teams to create curriculums for Mathematics with ICT, Geography with ICT, and Informatics. The goals are to improve STEM education outcomes, engage more students in STEM, and increase access to higher education through innovative teaching methods using new ICT equipment.
Our mission in the Inspiring Science Education team is to provide digital resources and opportunities for teachers to help them make science education more attractive and relevant to students’ lives. Through the Inspiring Science Education website and the activities organised by the partners, teachers can help students make their own scientific discoveries, witness and understand natural and scientific phenomena and access the latest, interactive tools and digital resources from within their classrooms.
Read more: http://www.inspiringscience.eu/
Scientix 11th SPWatFCL Brussels 18-20 March 2016: Space AwarenessBrussels, Belgium
The Space Awareness project aims to:
1) Stimulate interest in space sciences among students, especially girls and ethnic minorities.
2) Develop educational resources on space topics to foster science learning, global citizenship, and cultural understanding.
3) Create partnerships between individuals from different countries and cultures.
It will provide teaching materials, online courses, and activities centered around space science to help engage over 120,000 students across Europe and beyond.
Connnecting science teachers in Europe using online meetingsBrussels, Belgium
This document discusses the Scientix project, which is supported by the European Commission to connect science teachers across Europe using online meetings and resources. It provides an overview of the Scientix portal and resources available, including an online meeting room that has hosted 76 sessions for various European STEM education projects. The meeting room allows projects to schedule webinars and online workshops for up to 200 participants. Teachers involved in the online meetings find them useful for virtual visits, chats with industry experts, and project follow-up sessions. Contact information is provided for those wanting more details on the Scientix project and how to stay updated on related events and resources.
This document discusses teacher training activities and projects regarding the implementation of mobile devices in schools in the Opole region of Poland. It describes several projects funded by the European Commission including equipping schools with laptops and tablets, and training teachers on how to incorporate technology into lessons. Teachers received workshops on using apps, programming, and e-learning platforms. Schools implemented the use of smartphones and tablets for subjects like math, languages, and programming. Moving forward, proposals are made to shift from teacher-centered to learner-centered education and improve technology integration and teachers' digital skills.
The document summarizes activities, projects, and experiences at the Kaunas Teachers Training Centre. It describes lessons and activities using technology like tablets, 3D printers, and programming robots that teachers have conducted with students. It also outlines teacher trainings, international projects, collaborations with businesses, and proposals to continue improving the integration of technology into education at the national, regional, and school levels.
This document summarizes teacher training activities and projects organized by ISFEC Aquitaine related to mobile learning implementation. It discusses initial and continuous training programs for students and teachers focused on digital culture, pedagogy, and developing digital competencies. Specific digital tools used by ISFEC are mentioned. Several example projects utilizing tablets and digital devices at schools in the Aquitaine region are provided. The document concludes with proposals to improve ISFEC training in the short term, such as incorporating more social learning, video learning, and flipped classroom approaches, as well as future partnership and certification plans.
This document discusses an educational innovation project called "Formapps" that aims to use mobile devices and active methodologies to adapt content delivery, develop digital skills, support real-world learning, and create new educational resources. It provided training to teachers on mobile learning strategies and technologies. Evaluation results found improvements in teacher ICT integration, student motivation and attention, and autonomy in learning. Examples of training activities included workshops, video contests, and days for skill development. The project also involved innovating experiences like virtual reality apps and robotics projects to connect different types of learning.
Scientix: Inquiry Based Learning and Online ContentBrussels, Belgium
The document discusses the Scientix project, which is supported by the European Commission to promote inquiry-based learning and sharing of online STEM education resources across Europe. It provides information on the Scientix portal, which contains European science and math projects, teaching materials, news, and events. It also describes the Scientix conference in 2014 and workshops held around Europe to support teachers in STEM education.
The document discusses the implementation of mobile devices in schools in the Opole region of Poland from 2012-2019. It details two projects that equipped schools with laptops and servers, and created an online platform for teachers. It also describes workshops and training for over 7,000 teachers and 61,000 students on using tablets, apps, and blended learning approaches. Specific apps and tools discussed include Learningapps, Kahoot, QR codes, and platforms for collaboration between teachers. The goal is to transition from teacher-centered to learner-centered education and improve ICT skills by supplementing traditional teaching with e-learning and mobile technologies.
The Research Game project will motivate secondary school students by replicating the excitement of scientific research. Your schools will be able to take part in the game. http://rg.uws.ac.uk/
Description
Do your secondary students need motivation?
Do they understand how science works?
Would they want to take part in a science game?
The European ‘Research Game’ will inspire and teach your students the value and methodology of scientific research.
Your students can join the game, just write to us for more details.
Scientix is a European Union-funded project that aims to improve science and math education across Europe. It facilitates the sharing of best practices through an online portal, workshops, and conferences. The project is coordinated by European Schoolnet and supports the goals of raising education quality and promoting the European dimension in schools.
The document discusses the educational resources available in the Scientix repository. It provides details on the navigation and sections of the Scientix website, including that it supports eight languages and contains over 800 STEM resources. It describes how educational resources in the repository are evaluated based on criteria such as pedagogical value, curricular integration, and clarity of presentation. Teachers' views on the quality of these educational resources were collected.
Scientix: European Schoolnet FCL Open Day, Brussels, 12 October 2016Brussels, Belgium
Scientix has received funding from the European Union's research and innovation programme to coordinate projects aimed at improving science education, led by European Schoolnet. The presentation discusses Scientix and STEM projects and careers for teachers as well as pilot testing and school activities. It was given at a global education symposium in New York City by Dr. Agueda Gras-Velazquez, the Science Programme Manager at European Schoolnet, who provided contact information for further information about Scientix.
Scientix: Go-Lab Summer School - Athens, Greece, 13-18 July 2014Brussels, Belgium
The document summarizes information about the Scientix workshop. Scientix is an EU-funded project coordinated by European Schoolnet that aims to improve science and math education in Europe. The workshop will provide information about resources on the Scientix portal including EU-funded STEM projects, a translation service, news, events, and online training courses. It will also describe the upcoming Scientix conference in October 2014 in Brussels and the roles of Scientix National Contact Points and Ambassadors in collaborating with the project.
Scientix 8th SPWatFCL Brussels 16-18 October 2015: Teachers like Quantum Spin...Brussels, Belgium
Presentation of the project "Quantum Spin-off" by Adina Nistor, held during the 8th Science Projects Workshop in the Future Classroom Lab, Brussels, 16-18 October 2015
Innovative subject specific H5P content types in DigiOppeVaramu project (math...Priit Tammets
The document describes additional content types and extensions developed for the DigiOppeVaramu (DÕV) digital learning resource project in Estonia. New H5P content types were created for specific subject areas like Kekule.js for chemistry, Visual Math Editor for mathematics, GeoGebra for mathematics, and music exercises. Other new content types included assessment rubrics, grid checkers, fill in the blank questions with dropdown options, and challenge games. These content types were designed to create interactive, platform-independent learning resources for teachers and students. The DÕV resources can be accessed through the e-Schoolbag system and support open standards for sharing content and badges.
This document discusses the use of ICT tools in design, crafts, and foreign language classes at a school. It notes the number of students in different subject areas and grade levels. It also lists several digital tools that can be used for learning, collaboration, storytelling, and networking, including blogs, co-writing sites, Google Docs, YouTube, and personal learning networks. Quotes emphasize that technology enhances learning and that methods should change if current teaching is unsatisfactory.
This document provides a summary of Alin Galatan's background and qualifications. It outlines his objective to work in a challenging environment where he can apply his mathematical expertise. It then lists his programming experience, education including a PhD in Mathematics from UCLA, research focusing on operator algebras and functional analysis, teaching experience, fellowships and prizes, a publication in journal of mathematics, and participation in several conferences. It also includes information on his language skills and availability of references.
Scientix 9th SPWatFCL Brussels 6-8 November 2015: Quantum Spin-OffBrussels, Belgium
Presentation of the project "Quantum Spin-Off" by Enrique Martin, held during the 9th Science Projects Workshop in the Future Classroom Lab, Brussels, 6-8 November 2015
Presentation from a pilot project: eTwinning in teacher education, in the semingar Erasmus+ TCA: Enhancing student mobility in Teacher Education, held at Icelandair Hotel Reykjavik Natura 3.-4. December 2019
Session IV - Workshop A: Eramus KA1 Mobility Schemes for Beginners. Held during the 10th Science Projects Workshop in the Future Classroom Lab, Brussels, 26-28 February 2016
This document discusses an educational innovation project called "Formapps" that aims to use mobile devices and active methodologies to adapt content delivery, develop digital skills, support real-world learning, and create new educational resources. It provided training to teachers on mobile learning strategies and technologies. Evaluation results found improvements in teacher ICT integration, student motivation and attention, and autonomy in learning. Examples of training activities included workshops, video contests, and days for skill development. The project also involved innovating experiences like virtual reality apps and robotics projects to connect different types of learning.
Scientix: Inquiry Based Learning and Online ContentBrussels, Belgium
The document discusses the Scientix project, which is supported by the European Commission to promote inquiry-based learning and sharing of online STEM education resources across Europe. It provides information on the Scientix portal, which contains European science and math projects, teaching materials, news, and events. It also describes the Scientix conference in 2014 and workshops held around Europe to support teachers in STEM education.
The document discusses the implementation of mobile devices in schools in the Opole region of Poland from 2012-2019. It details two projects that equipped schools with laptops and servers, and created an online platform for teachers. It also describes workshops and training for over 7,000 teachers and 61,000 students on using tablets, apps, and blended learning approaches. Specific apps and tools discussed include Learningapps, Kahoot, QR codes, and platforms for collaboration between teachers. The goal is to transition from teacher-centered to learner-centered education and improve ICT skills by supplementing traditional teaching with e-learning and mobile technologies.
The Research Game project will motivate secondary school students by replicating the excitement of scientific research. Your schools will be able to take part in the game. http://rg.uws.ac.uk/
Description
Do your secondary students need motivation?
Do they understand how science works?
Would they want to take part in a science game?
The European ‘Research Game’ will inspire and teach your students the value and methodology of scientific research.
Your students can join the game, just write to us for more details.
Scientix is a European Union-funded project that aims to improve science and math education across Europe. It facilitates the sharing of best practices through an online portal, workshops, and conferences. The project is coordinated by European Schoolnet and supports the goals of raising education quality and promoting the European dimension in schools.
The document discusses the educational resources available in the Scientix repository. It provides details on the navigation and sections of the Scientix website, including that it supports eight languages and contains over 800 STEM resources. It describes how educational resources in the repository are evaluated based on criteria such as pedagogical value, curricular integration, and clarity of presentation. Teachers' views on the quality of these educational resources were collected.
Scientix: European Schoolnet FCL Open Day, Brussels, 12 October 2016Brussels, Belgium
Scientix has received funding from the European Union's research and innovation programme to coordinate projects aimed at improving science education, led by European Schoolnet. The presentation discusses Scientix and STEM projects and careers for teachers as well as pilot testing and school activities. It was given at a global education symposium in New York City by Dr. Agueda Gras-Velazquez, the Science Programme Manager at European Schoolnet, who provided contact information for further information about Scientix.
Scientix: Go-Lab Summer School - Athens, Greece, 13-18 July 2014Brussels, Belgium
The document summarizes information about the Scientix workshop. Scientix is an EU-funded project coordinated by European Schoolnet that aims to improve science and math education in Europe. The workshop will provide information about resources on the Scientix portal including EU-funded STEM projects, a translation service, news, events, and online training courses. It will also describe the upcoming Scientix conference in October 2014 in Brussels and the roles of Scientix National Contact Points and Ambassadors in collaborating with the project.
Scientix 8th SPWatFCL Brussels 16-18 October 2015: Teachers like Quantum Spin...Brussels, Belgium
Presentation of the project "Quantum Spin-off" by Adina Nistor, held during the 8th Science Projects Workshop in the Future Classroom Lab, Brussels, 16-18 October 2015
Innovative subject specific H5P content types in DigiOppeVaramu project (math...Priit Tammets
The document describes additional content types and extensions developed for the DigiOppeVaramu (DÕV) digital learning resource project in Estonia. New H5P content types were created for specific subject areas like Kekule.js for chemistry, Visual Math Editor for mathematics, GeoGebra for mathematics, and music exercises. Other new content types included assessment rubrics, grid checkers, fill in the blank questions with dropdown options, and challenge games. These content types were designed to create interactive, platform-independent learning resources for teachers and students. The DÕV resources can be accessed through the e-Schoolbag system and support open standards for sharing content and badges.
This document discusses the use of ICT tools in design, crafts, and foreign language classes at a school. It notes the number of students in different subject areas and grade levels. It also lists several digital tools that can be used for learning, collaboration, storytelling, and networking, including blogs, co-writing sites, Google Docs, YouTube, and personal learning networks. Quotes emphasize that technology enhances learning and that methods should change if current teaching is unsatisfactory.
This document provides a summary of Alin Galatan's background and qualifications. It outlines his objective to work in a challenging environment where he can apply his mathematical expertise. It then lists his programming experience, education including a PhD in Mathematics from UCLA, research focusing on operator algebras and functional analysis, teaching experience, fellowships and prizes, a publication in journal of mathematics, and participation in several conferences. It also includes information on his language skills and availability of references.
Scientix 9th SPWatFCL Brussels 6-8 November 2015: Quantum Spin-OffBrussels, Belgium
Presentation of the project "Quantum Spin-Off" by Enrique Martin, held during the 9th Science Projects Workshop in the Future Classroom Lab, Brussels, 6-8 November 2015
Presentation from a pilot project: eTwinning in teacher education, in the semingar Erasmus+ TCA: Enhancing student mobility in Teacher Education, held at Icelandair Hotel Reykjavik Natura 3.-4. December 2019
Session IV - Workshop A: Eramus KA1 Mobility Schemes for Beginners. Held during the 10th Science Projects Workshop in the Future Classroom Lab, Brussels, 26-28 February 2016
Scientix 10th SPWatFCL Brussels 26-28 February 2016: D3MOBILEBrussels, Belgium
D3Mobile is an international student championship for scientific experimentation using 3D modeling techniques. Students use a mobile phone camera and free software to take photos of objects and generate 3D models. The competition involves three tests of increasing difficulty to evaluate metric quality and precision. Participation has grown significantly, with over 1,000 registrations from 33 countries in 2015. The materials and process are designed to be attractive, achievable and complement classroom learning. Teachers guide student teams through the process and tests.
The document discusses Tallinn University's experiences with serious games. It describes past projects involving educational games for teaching European history and supporting child development. It also outlines the current Serious Games Network (SEGAN) project, which aims to systematize European approaches to serious games. Additionally, it discusses an innovative teaching scenario piloted through the iTEC project where students design their own educational games.
ICT Resources For teaching and learning MathematicsSharme1
This document discusses using internet and multimedia resources for teaching mathematics. It explains that technology can make abstract math concepts more tangible by providing visualizations. Some benefits of technology include engaging students, motivating interest, and illustrating real-world applications. The document then describes several online resources for teaching math, including interactive games, videos, simulations and virtual manipulatives. These resources range from early learners to high school and cover websites, apps and online libraries. Teachers can use these technologies to enhance instruction, facilitate learning, and develop students' higher-order thinking skills.
This document describes innovative teaching methods used at a Slovakian school that focuses on languages and informatics. The school participates in eTwinning and Erasmus+ projects to improve students' computer skills and language abilities. Various technologies are used in classes, including interactive whiteboards, notebooks, and an interactive floor. The CLIL method is also used to teach subjects in English. Erasmus+ and eTwinning projects allow students to create multimedia materials and learn about other European countries and cultures. Tablets are incorporated into science classes through educational apps and exercises.
Vitaal project presented at Slanguages 2008 conferenceTon Koenraad
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
Project ViTAAL presented at Slanguages conference 2008Ton Koenraad
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
1) Hybrid learning environments combine outdoor and digital learning by using technology like geocaching and mobile apps to enhance experiential learning outside of the classroom.
2) Outdoor learning involves hands-on, sensory-engaged activities in natural settings and incorporates local cultural traditions; it aims to make learning more authentic and active compared to traditional classrooms.
3) Estonia promotes combining outdoor and digital learning through annual teacher training programs that design game-based learning scenarios using sites like Ajapaik.ee, an online rephotography portal, and through the national curriculum's emphasis on project-based "Technology and Innovation" learning.
This document discusses using computer games for learning. It notes that many young people play computer games and they can engage and motivate learners. Games can support different learning styles and build skills in a fun environment. The document describes two specific games-based learning programs: one uses the Neverwinter Nights game engine for literacy and numeracy skills, while Adventure Author allows learners to design and write their own computer games. Positives of games-based learning include engagement, retention, and being learner-centered, while challenges include resources for training and development.
Learning maths through new communication factors, Gregoris Makrides and Rosem...Brussels, Belgium
This document outlines a workshop for the Le-MATH project, which aims to make learning mathematics more engaging for students. It introduces two new teaching methods: MATHeatre, which uses theatre activities to teach math, and MATHFactor, which uses oral communication. The workshop will demonstrate these methods through video examples and have participants evaluate a sample lesson. The document discusses how these creative approaches can make math more fun and accessible for students who typically find the subject boring or difficult.
This document discusses teachers in the digital age and Slovenia's E-education project from 2003-2014. The project aimed to develop teachers' e-competencies through online courses, workshops, and the development of digital textbooks. Over 20,000 teachers participated in online and blended learning courses covering 52 subject areas. Digital textbooks were also piloted for several grades. The project helped develop a framework for e-competencies and digital literacy. It showed that online communities and digital resources can engage teachers and support the integration of technology into education.
This document discusses incorporating STEM (science, technology, engineering, and math) into the Common Core curriculum. It defines the components of STEM and explains how STEM relates to and can be integrated with the Common Core standards. It provides examples of cross-curricular STEM lessons and activities that incorporate subjects like art, reading, writing, and more. It also discusses the use of technology, resources for a STEM lab, and how STEM education prepares students for the future.
This document summarizes the results of an e-education project in Slovenia that aimed to develop teachers' digital competencies and create e-student books. Over 70% of principals participated in leadership training. The project included 52 online courses that over 20,000 teachers participated in, as well as workshops that engaged over 39,000 participants. Four pilot e-student books were created covering subjects from 4th grade to 1st year of secondary school. The project involved nearly all schools in Slovenia and created online teacher communities and digital tools to support competency assessment.
This was the last part of my presentation in National Meet ,NCERT,New Delhi on 22nd Dec,2012 celebration of National Mathematics Year.This slide show will give idea to teachers about the use of Technology in Teaching Mathematics.
Pratima Nayak,KV,Fort William,Kolkata
pnpratima@gmail.com.
This document describes a new MSc program in Computer Graphics for the Media Industry. The program will be offered through a consortium of universities from Bosnia and Herzegovina, the UK, Slovakia, and Spain. It aims to equip students with both advanced technical skills in areas like modeling, animation, and game development, as well as creative skills in storytelling, directing, and scriptwriting to meet industry demand. The one-year program will include core modules and optional modules, and students will complete a thesis project and showreel. A digital media center will be established to support hands-on learning. The pilot program is scheduled to begin in the 2008-2009 academic year.
This document discusses the use of flashcards for teaching English. It begins with an introduction on how flashcards can help teachers teach English easily. It then provides a table of contents that outlines the topics to be discussed, including the definition of flashcards, why they are used, characteristics, principles for creating them, advantages and disadvantages. It also discusses different types of flashcards, activities, examples, materials, and concludes by emphasizing that flashcards are a practical and useful resource for teaching vocabulary and making learning more dynamic.
This document summarizes the educational approach of a school that blends STEM subjects with hands-on lab activities and museums to depict concepts like evolution. It provides wireless internet throughout campus and an digital library. Students can explore areas like the botanical garden, math lab, robotics club, and CAD. The school focuses on international collaboration, computer-based testing, and smart classrooms. It also emphasizes extracurricular clubs, vocational training, guest lectures, and remedial classes to promote future readiness while instilling values through assemblies, yoga, counseling and community service.
Creating teacher free learning environments in the virtual worldsandrinehan
This document discusses the possibilities and difficulties of creating teacher-free learning environments in virtual worlds. It describes a course where students were asked to design their own teacher-free islands to teach different topics. The islands incorporated elements of gamified pedagogy like short and long-term goals, rewards, and practice areas. However, creating engaging storylines and interactive activities without an instructor's guidance is challenging. Storylines may not be clear and users could ignore course content. Creating teacher-free virtual learning is possible but requires experience, creativity, and understanding of design principles.
eTwinning Projects Planning and their connection with Erasmus + Key Action 2HelleniceTwinning NSS
The document discusses best practices for planning eTwinning and Erasmus+ projects. It provides guidance on forming a project team within the school, choosing project partners, and agreeing on project aims and activities before beginning the project. An example project called "YEWS (Young European Writers Society)" is described that was focused on intercultural dialogue and writing short stories. Another project called "English Learning Friends" is presented in more detail, highlighting how it used eTwinning for communication and collaboration between students in different countries.
The document provides information about the Community Youth EDUWEB program which offers personalized learning for students through interactive websites for math and science. It lists resources located on the EDUWEB agency website for subjects like math, science, English, and other subjects. The document also provides links to external websites that offer math games for grades K-12.
Similar to Scientix 10th SPWatFCL Brussels 26-28 February 2016: "Game of Higher Mathematics" (20)
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Presentation by Dr. Angelos Lazoudis, R&D Department, EA
Thalia Tsaknia, Primary School teacher, EA, about the Stories of Tomorrow project, delivered at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
eTwinning: The Community for schools in Europe - Irene Pateraki, European Sch...Brussels, Belgium
This document discusses eTwinning, a community for schools in Europe that connects teachers and students across countries through collaborative projects. It provides a brief history of eTwinning from its origins in 2004-2007 under the Lifelong Learning program to its expansion under Erasmus+ in 2014-2020. Key facts are presented on eTwinning's growth to over 578,000 registered teachers from 192,000 schools working on over 74,000 projects across 43 European countries. The benefits of eTwinning are listed as learning, pedagogical development, skill-building, networking, support and recognition. Tools on the eTwinning portal like eTwinning Live and TwinSpace that support project collaboration are also introduced.
Coding in the primary classroom - Efi Saltidou, European SchoolnetBrussels, Belgium
Efi Saltidou, European Schoolnet presented coding in the primary classroom at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
Teaching with space: Universe in the classroom - Han Tran, Mahbobah Mahbobah,...Brussels, Belgium
Han Tran, Mahbobah Mahbobah, Heleen Otten, UNAWE, presented Teaching with space - Universe in the classroom - at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
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Muriel Grenon and Shane McGuinness, NUI Galway, presented Cell EXPLORERS - Cellular and molecular biology in the primary school classroom - at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
STEM careers and skills of the future - Anastasiya Boiko, European SchoolnetBrussels, Belgium
Anastasiya Boiko, European Schoolnet, presented STEM careers and skills of the future at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
Time for Mathematics! Making Mathematical connection in the early years - Efi...Brussels, Belgium
Efi Saltidou, European Schoolnet, presented Time for Mathematics! Making Mathematical connection in the early years at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
Scientix: The community for science education in Europe - Borbala Pocze, Euro...Brussels, Belgium
Borbala Pocze, European Schoolnet, presented Scientix: The community for science education in Europe at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
3D printing and designing techniques with Open Source Tools for teachers in p...Brussels, Belgium
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Inquiry-based learning and use of online laboratories with Go-Lab - Anastasiy...Brussels, Belgium
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STEM experiments for primary classrooms - Victor J. Perez, European SchoolnetBrussels, Belgium
Presentation by Victor J. Perez, European Schoolnet, about STEM experiments for primary school classrooms, at the Scientix course "STEM in primary school classrooms" at the Future Classroom Lab 25-29 June 2018.
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These slides were displayed during a three minute introduction to each exhibition stand during the 3rd Scientix Conference in Brussels, Belgium, 4-6 May 2018.
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Groupwork questions by UNESCO at the 12th Scientix Projects Networking Event, held at the Future Classroom Lab by European Schoolnet on 5 December 2017.
#SPNE12 - Workshop: How to address gender stereotypes in science education th...Brussels, Belgium
A workshop by the PERFORM and GEDII projects at the 12th Scientix Projects Networking Event held at the Future Classroom Lab by European Schoolnet on 5 December 2017.
Introduction to recent findings on the gender bias in education and research by Jörg Müller, Universitat Oberta de Catalunya. Presentation from the 12th Scientix Projects' Networking Event, held at the Future Classroom Lab by European Schoolnet on 5 December 2017.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
The chapter Lifelines of National Economy in Class 10 Geography focuses on the various modes of transportation and communication that play a vital role in the economic development of a country. These lifelines are crucial for the movement of goods, services, and people, thereby connecting different regions and promoting economic activities.
Scientix 10th SPWatFCL Brussels 26-28 February 2016: "Game of Higher Mathematics"
1. Game of Higher Mathematics
Project financed mainly by European Funds
2. Financed mainly by European Funds
New building of the Faculty of Mathematics, 2012
Faculty of Mathematics and Information Science
Warsaw University of Technology
5. • The method is based on play,
teamwork, cooperation and
competition
• Elements of virtual reality
• The role of teacher - tutor and guide
• Attractive elements outside the
school curriculum
• Demonstrating the role of
mathematics in understanding the
world and in professional activity
6. • Enabling users to contribute to the
content and to shape the world of
Archipelago
• Developing mathematical skills with
the use of digital tools
7.
8. Teacher-tutor and guide
• Teachers may have a direct access to the sites over the
islands of Archipelago in order to prepare special
itineraries and tasks
• Using a teacher’s account they may assess the progress
of their students
12. Multimedia materials
• Unusual phenomena of
mathematics
• Interesting and understandable
proofs
• Presentations of mathematical
fields
• Mini-games
• Applications of mathematics
• Interviews
• Biographies
• 6 episodes of the movie Pirates
About 400 films, games, etc.