This 3 sentence summary provides the key details about the document:
The document outlines a project between six schools from Slovakia, Poland, Bulgaria, Greece and Turkey where students participated in intergenerational activities like making presents for grandparents and parents, celebrating family days, creating a picture dictionary and sharing Easter greetings to promote learning and connection between generations. The project was led by Irena Topoľančinová and involved students from her class in Humenné, Slovakia who expressed thanks to their partners and interest in future collaborations.
The document outlines the schedule for a 5-day Erasmus+ learning mobility program hosted in Cyprus. The program includes visits to cultural sites in Nicosia and Limassol, workshops on creating educational games and newsletters, and traditional dance performances. Participants stay in hotels in Larnaka and take buses each day to activities at the host school in Nicosia. The itinerary includes guided tours of museums, archaeological sites, and historic neighborhoods, as well as icebreakers, teambuilding activities, and an evaluation on the final day before participants depart on Saturday.
This document outlines the itinerary and program for a 4th mobility exchange hosted by Fortes Lyceum in Gorinchem, Netherlands from March 23-27, 2020. The 30 participants will stay at the Hotel Goud en Zilver and take part in various cultural activities including workshops on escape games and television news programs, tours of the school and town, biking, and a trip to Amsterdam to visit the Rijksmuseum and take a canal cruise. They will also enjoy a day at the Efteling theme park and conclude with a final goodbye ceremony and dinner.
The Pedagogical value of eTwinning ProjectsRita Zurrapa
This document discusses the importance of 21st century skills for students and the role of teachers in developing these skills. It highlights how eTwinning projects can help foster skills like critical thinking, creativity, collaboration, cultural awareness, and digital literacy. eTwinning provides opportunities for authentic learning, motivation, and meaningful use of technology. It allows students to develop skills they will need for future jobs that may not even exist yet.
How to get the most out of an eTwinning CollaborationEvi Belogia
The document provides guidance for planning and implementing a successful eTwinning project. It outlines key steps such as introducing the project to students and stakeholders, setting up collaborative workspaces, forming international student groups, selecting collaborative digital tools, evaluating the project, and disseminating results. The goal is to facilitate regular communication and collaborative activities between partner schools to enrich the learning experience for students.
Professional development informs curriculum unmroshaniraj
The document outlines a professional development seminar provided by NASA for teachers from Las Cruces Public Schools. It discusses definitions of professional development, trends in formats (face-to-face, online, hybrid), and benefits like improving teaching practices and providing hands-on learning. However, it also notes problems like a lack of resources to implement new ideas and a top-down approach that does not consider gender, race, or social factors. The conclusion states that professional development can influence curriculum by informing teachers, but challenges remain in allowing teachers to apply new knowledge in the classroom.
Keynote: Innovation Paths in technology-mediated human networks", Petros Kava...HelleniceTwinning NSS
This presentation discusses two technology trends in education: dynamic network-embedded learning and computer-assisted project-based learning. Dynamic network-embedded learning involves open access to knowledge through open educational resources and massive open online courses. This disrupts traditional teaching and allows flexible, personalized learning. Computer-assisted project-based learning uses digital tools to support project work including data gathering, research, documentation, collaboration, and output sharing. The growth of technology-mediated networks is driving innovation in education, requiring the design of efficient learning systems through measuring community engagement and performance.
This 3 sentence summary provides the key details about the document:
The document outlines a project between six schools from Slovakia, Poland, Bulgaria, Greece and Turkey where students participated in intergenerational activities like making presents for grandparents and parents, celebrating family days, creating a picture dictionary and sharing Easter greetings to promote learning and connection between generations. The project was led by Irena Topoľančinová and involved students from her class in Humenné, Slovakia who expressed thanks to their partners and interest in future collaborations.
The document outlines the schedule for a 5-day Erasmus+ learning mobility program hosted in Cyprus. The program includes visits to cultural sites in Nicosia and Limassol, workshops on creating educational games and newsletters, and traditional dance performances. Participants stay in hotels in Larnaka and take buses each day to activities at the host school in Nicosia. The itinerary includes guided tours of museums, archaeological sites, and historic neighborhoods, as well as icebreakers, teambuilding activities, and an evaluation on the final day before participants depart on Saturday.
This document outlines the itinerary and program for a 4th mobility exchange hosted by Fortes Lyceum in Gorinchem, Netherlands from March 23-27, 2020. The 30 participants will stay at the Hotel Goud en Zilver and take part in various cultural activities including workshops on escape games and television news programs, tours of the school and town, biking, and a trip to Amsterdam to visit the Rijksmuseum and take a canal cruise. They will also enjoy a day at the Efteling theme park and conclude with a final goodbye ceremony and dinner.
The Pedagogical value of eTwinning ProjectsRita Zurrapa
This document discusses the importance of 21st century skills for students and the role of teachers in developing these skills. It highlights how eTwinning projects can help foster skills like critical thinking, creativity, collaboration, cultural awareness, and digital literacy. eTwinning provides opportunities for authentic learning, motivation, and meaningful use of technology. It allows students to develop skills they will need for future jobs that may not even exist yet.
How to get the most out of an eTwinning CollaborationEvi Belogia
The document provides guidance for planning and implementing a successful eTwinning project. It outlines key steps such as introducing the project to students and stakeholders, setting up collaborative workspaces, forming international student groups, selecting collaborative digital tools, evaluating the project, and disseminating results. The goal is to facilitate regular communication and collaborative activities between partner schools to enrich the learning experience for students.
Professional development informs curriculum unmroshaniraj
The document outlines a professional development seminar provided by NASA for teachers from Las Cruces Public Schools. It discusses definitions of professional development, trends in formats (face-to-face, online, hybrid), and benefits like improving teaching practices and providing hands-on learning. However, it also notes problems like a lack of resources to implement new ideas and a top-down approach that does not consider gender, race, or social factors. The conclusion states that professional development can influence curriculum by informing teachers, but challenges remain in allowing teachers to apply new knowledge in the classroom.
Keynote: Innovation Paths in technology-mediated human networks", Petros Kava...HelleniceTwinning NSS
This presentation discusses two technology trends in education: dynamic network-embedded learning and computer-assisted project-based learning. Dynamic network-embedded learning involves open access to knowledge through open educational resources and massive open online courses. This disrupts traditional teaching and allows flexible, personalized learning. Computer-assisted project-based learning uses digital tools to support project work including data gathering, research, documentation, collaboration, and output sharing. The growth of technology-mediated networks is driving innovation in education, requiring the design of efficient learning systems through measuring community engagement and performance.
The document discusses strategies for engaging and sustaining schools in eTwinning, an online community for schools in Europe. It outlines the UK National Support Service's 2016-17 campaign, which involved workshops to introduce eTwinning and provide ready-made online projects. Schools received free project materials linked to the UK curriculum as well as online tools and resources. The campaign aimed to show eTwinning has a positive impact on student progress. Individual support from ambassadors included in-school sessions to establish curriculum projects and partnerships with ongoing follow-up. Lessons learned stressed the importance of turning enthusiasm into sustainability through curriculum embedding, involving colleagues, and showing student impacts.
eTwinning - the most exciting community for schools in EuropeArjana Blazic
eTwinning is the largest European online community for schools, allowing teachers and students to collaborate on projects. It has three main levels - the eTwinning portal which is the central meeting place, eTwinning Live which is teachers' personal spaces, and TwinSpace which is used for collaborative projects. Projects involve peer learning, cross-cultural exchange, and developing skills through teamwork and using technologies. Successful projects are integrated with school curricula and evaluated using rubrics, with recognition available through quality labels.
Communication and collaboration in eTwinningEvi Belogia
This document provides guidance on effective communication and collaboration in eTwinning projects. It emphasizes that collaboration requires partners to contribute and rely on each other to complete activities. Synchronous tools like video conferencing and asynchronous tools like forums and blogs can facilitate communication. Setting guidelines, breaking the ice between partners, providing feedback, and engaging students in active collaborative tasks are keys to successful projects. Regular communication through Twinspace and live sessions helps build relationships and allows reflection. Integrating a variety of Web 2.0 tools maximizes interaction and participation.
Evaluating an eTwinning project: the QL criteria, Irene Pateraki, GR NSSIrene Pateraki
This document provides guidance on assessing eTwinning projects for quality labels. It outlines six common criteria used in the evaluation: pedagogical innovation, curricular integration, communication between schools, collaboration between schools, use of technology, and documentation of results and impact. Projects are evaluated on a scale of 0 to 5 for each criteria. To receive the National Quality Label, projects must meet minimum requirements including goals, plans, contributions, and collaboration between partners. The European Quality Label is awarded to projects that receive the National Quality Label in at least two countries. The document includes links to video examples and descriptions of what reviewers look for in assessing each of the six criteria.
Good practice examples in e twinning online teachers' training HelleniceTwinning NSS
1. The document discusses strategies for organizing effective online training sessions and meetings for eTwinners. It provides examples of previous online projects and training events.
2. Recommendations are given for planning online webinars, including analyzing needs, setting goals, choosing topics, using appropriate tools, and providing follow-up materials and opportunities for feedback.
3. Tips are also provided for running online meetings and events, such as introducing presenters, using a clear agenda, incorporating multiple media formats, and encouraging participation and discussion.
This document provides instructions for finding partners on eTwinning by clicking on links to access the Partners Forums section or People section. In the Partners Forums section, users can click on different forums to search based on criteria and either describe their own post or filter search results. Alternatively, users can go to the People section, find a specific eTwinner, click on their profile, and write them a message.
The document provides instructions for inserting a picture into an eTwinning profile. It directs the user to click on their personal information page from the eTwinning live homepage to access their pictures page. From there, the user can browse their computer files to select a picture to upload. Once uploaded, the user can edit the picture by naming it, adding a short description, selecting it as their profile photo, and clicking to finalize the upload so it appears on their eTwinning live page.
The document provides an overview of the key features and functionalities of the eTwinning Live platform, which replaced the previous eTwinning Desktop. It describes how eTwinning Live allows users to meet other members, set up projects, find news and events, communicate, collaborate, and maximize the benefits of the eTwinning program. Instructions are provided on how to establish a profile, search for contacts, request connections, follow other members, participate in events and groups, and access professional development opportunities.
I LOVE CELORICO: An useful guide to unuseful place [Photo Raid & Workshop & ...Serpentina
This document summarizes a series of activities that were part of the Mediascapes project in Celorico da Beira, Portugal in 2011-2013. The activities included a photographic raid where senior students took photos of unusual places in town and created QR codes with information about the locations. An exhibition displayed the photos and QR codes. A theater play told the legend of the village through a PowerPoint presentation with recorded voices. The goals were to explore relationships between people, media and space, promote new ways of intergenerational learning using digital tools, and make an alternative tourist guide of the town from personal perspectives. Students enjoyed sharing different views of the city and learning about QR codes.
Marta Carneiro Borges Ferreira's curriculum vitae summarizes her education, training, work experience, and publications. She has a Master's degree in Graphic Design and Editorial Projects from the University of Porto. Her work experience includes teaching design programs, freelance design projects, and being a communication designer. She has experience in editorial design, website design, multimedia, displays and exhibitions. Ferreira has also published articles and book chapters, and presented in conferences on topics related to design, illustration, and visual literacy.
Scratch Eguna: From Scratch Day to Scratch every dayPablo Garaizar
Scratch Eguna: From Scratch Day to Scratch every day
Presented at Scratch Conference 2013, 25-27 July, Barcelona.
Over the last years, Scratch community has grown tremendously worldwide. Undoubtedly, the Scratch Day initiative has a key role in the popularization of Scratch. However, a one-day effort is often not enough to create a local community. With this concern in mind, we designed Scratch Eguna, an educational project aimed to bring Scratch into primary schools in an innovative way.
Scratch Eguna is sequenced throughout the school year in various stages. First, spreading the initiative. Second, training school teachers. Third, mentoring the work of student teams at schools. Finally, the Scratch Eguna, a science fair where young programmers of 5th and 6th grades share their Scratch knowledge and provide live demos of their work in a non-competitive environment.
Scratch Eguna places the emphasis on the children. Through a learner-centered approach, enables children to lead their own learning process. Considering Scratch knowledge naivety of school teachers, they adopt the role of facilitators, fostering self-learning processes in their students. This approach has been tested over the last three years with very positive results. Consequently, the Scratch community of the Basque Country is bigger than ever and some of the schools are considering to develop programming skills as a part of their curricula. Moreover, Scratch Eguna has been endorsed by the Institute of Educational Technologies and Teachers Training of Spain with the "Best Practices 2.0" award.
Our aim is to continue improving the Scratch Eguna’s methodology to engage more and more people in this participative learning approach. Therefore, this year we will invite students from the 1st Stage of Secondary School to take part in Scratch Eguna in order to show new ways of using Scratch to younger participants. From our perspective, fostering teamwork, creativity, and interest in research are the most valuable outcomes of Scratch Eguna, and we firmly believe our future society will take advantage from them.
This document lists various digital resources categorized by subject that can be used in the classroom, including resources for music, visual arts, technology, languages, mathematics, and general resources. It provides links to websites for making music, graphic design, animation, comics, infographics, vocabulary games, math games, and more. The resources are presented in Spanish and cover a wide range of topics to engage students.
This document discusses using mobile devices and apps to digitalize and enhance the learning experience. It provides recommendations for several free and low-cost apps that can be used for activities like collaborative learning, creative storytelling, vocabulary building, quizzes, and classroom management. Examples of recommended apps include Socrative, Puppet Pals, Whiteboard Lite, and Felt Board. The document also addresses some of the opportunities and challenges of mobile learning, or m-learning, in and out of the classroom.
MuseumShare - Museum Computer Network 2014, Dallas, November 22nd, #MCN2014 Ilaria D'Uva
MuseumShare is a shared platform for content-creation and social sharing, with a series on in-person activities to help make cultural heritage more engaging.
Antonio Miguel Rivero López is a graphic artist, 3D modeler, and illustrator based in Dublin, Ireland. He has over 10 years of experience working for companies in graphic design, branding, and 3D animation. He holds a Bachelor's degree in Fine Arts from Universidad Complutense de Madrid and Universidad Europea de Madrid as well as a Master's degree in 3D Animation and Video Games from CICE, La Escuela Profesional de Nuevas Tecnologías in Madrid.
ACT activities. Let’s have creative fun together!Margarida Romero
The document discusses an intergenerational workshop on digital game creation held in Quebec. It provides details on the workshop such as 65 participants engaging in exchanges on participatory game design and intergenerational learning. It also mentions students presenting projects related to aging and technology topics from the ACT research project and calls for chapters on game-based learning across the lifespan.
This document provides a long list of online resources for improving communicative skills in language teaching. It includes websites for creating presentations, stories, comics, and talking pictures. Specific categories are listed for body parts, school subjects, food, festivals, games, songs, listening activities, and vocabulary learning. Websites are also included for level-specific ELT teaching resources, contractions, present continuous, directions, "there is/are", simple past tense, weather, science, and creating animations.
This document discusses the evolution of information architecture (IA) from 1999 to 2019 and beyond. It argues that IA must move beyond designing isolated artifacts and instead create seamless experiences that span media and contexts. The key points are that IA will become the connector between different media and contexts, users will actively produce and share content, and experiences will become cross-media and ubiquitous ecologies rather than isolated products or websites.
The document discusses strategies for engaging and sustaining schools in eTwinning, an online community for schools in Europe. It outlines the UK National Support Service's 2016-17 campaign, which involved workshops to introduce eTwinning and provide ready-made online projects. Schools received free project materials linked to the UK curriculum as well as online tools and resources. The campaign aimed to show eTwinning has a positive impact on student progress. Individual support from ambassadors included in-school sessions to establish curriculum projects and partnerships with ongoing follow-up. Lessons learned stressed the importance of turning enthusiasm into sustainability through curriculum embedding, involving colleagues, and showing student impacts.
eTwinning - the most exciting community for schools in EuropeArjana Blazic
eTwinning is the largest European online community for schools, allowing teachers and students to collaborate on projects. It has three main levels - the eTwinning portal which is the central meeting place, eTwinning Live which is teachers' personal spaces, and TwinSpace which is used for collaborative projects. Projects involve peer learning, cross-cultural exchange, and developing skills through teamwork and using technologies. Successful projects are integrated with school curricula and evaluated using rubrics, with recognition available through quality labels.
Communication and collaboration in eTwinningEvi Belogia
This document provides guidance on effective communication and collaboration in eTwinning projects. It emphasizes that collaboration requires partners to contribute and rely on each other to complete activities. Synchronous tools like video conferencing and asynchronous tools like forums and blogs can facilitate communication. Setting guidelines, breaking the ice between partners, providing feedback, and engaging students in active collaborative tasks are keys to successful projects. Regular communication through Twinspace and live sessions helps build relationships and allows reflection. Integrating a variety of Web 2.0 tools maximizes interaction and participation.
Evaluating an eTwinning project: the QL criteria, Irene Pateraki, GR NSSIrene Pateraki
This document provides guidance on assessing eTwinning projects for quality labels. It outlines six common criteria used in the evaluation: pedagogical innovation, curricular integration, communication between schools, collaboration between schools, use of technology, and documentation of results and impact. Projects are evaluated on a scale of 0 to 5 for each criteria. To receive the National Quality Label, projects must meet minimum requirements including goals, plans, contributions, and collaboration between partners. The European Quality Label is awarded to projects that receive the National Quality Label in at least two countries. The document includes links to video examples and descriptions of what reviewers look for in assessing each of the six criteria.
Good practice examples in e twinning online teachers' training HelleniceTwinning NSS
1. The document discusses strategies for organizing effective online training sessions and meetings for eTwinners. It provides examples of previous online projects and training events.
2. Recommendations are given for planning online webinars, including analyzing needs, setting goals, choosing topics, using appropriate tools, and providing follow-up materials and opportunities for feedback.
3. Tips are also provided for running online meetings and events, such as introducing presenters, using a clear agenda, incorporating multiple media formats, and encouraging participation and discussion.
This document provides instructions for finding partners on eTwinning by clicking on links to access the Partners Forums section or People section. In the Partners Forums section, users can click on different forums to search based on criteria and either describe their own post or filter search results. Alternatively, users can go to the People section, find a specific eTwinner, click on their profile, and write them a message.
The document provides instructions for inserting a picture into an eTwinning profile. It directs the user to click on their personal information page from the eTwinning live homepage to access their pictures page. From there, the user can browse their computer files to select a picture to upload. Once uploaded, the user can edit the picture by naming it, adding a short description, selecting it as their profile photo, and clicking to finalize the upload so it appears on their eTwinning live page.
The document provides an overview of the key features and functionalities of the eTwinning Live platform, which replaced the previous eTwinning Desktop. It describes how eTwinning Live allows users to meet other members, set up projects, find news and events, communicate, collaborate, and maximize the benefits of the eTwinning program. Instructions are provided on how to establish a profile, search for contacts, request connections, follow other members, participate in events and groups, and access professional development opportunities.
I LOVE CELORICO: An useful guide to unuseful place [Photo Raid & Workshop & ...Serpentina
This document summarizes a series of activities that were part of the Mediascapes project in Celorico da Beira, Portugal in 2011-2013. The activities included a photographic raid where senior students took photos of unusual places in town and created QR codes with information about the locations. An exhibition displayed the photos and QR codes. A theater play told the legend of the village through a PowerPoint presentation with recorded voices. The goals were to explore relationships between people, media and space, promote new ways of intergenerational learning using digital tools, and make an alternative tourist guide of the town from personal perspectives. Students enjoyed sharing different views of the city and learning about QR codes.
Marta Carneiro Borges Ferreira's curriculum vitae summarizes her education, training, work experience, and publications. She has a Master's degree in Graphic Design and Editorial Projects from the University of Porto. Her work experience includes teaching design programs, freelance design projects, and being a communication designer. She has experience in editorial design, website design, multimedia, displays and exhibitions. Ferreira has also published articles and book chapters, and presented in conferences on topics related to design, illustration, and visual literacy.
Scratch Eguna: From Scratch Day to Scratch every dayPablo Garaizar
Scratch Eguna: From Scratch Day to Scratch every day
Presented at Scratch Conference 2013, 25-27 July, Barcelona.
Over the last years, Scratch community has grown tremendously worldwide. Undoubtedly, the Scratch Day initiative has a key role in the popularization of Scratch. However, a one-day effort is often not enough to create a local community. With this concern in mind, we designed Scratch Eguna, an educational project aimed to bring Scratch into primary schools in an innovative way.
Scratch Eguna is sequenced throughout the school year in various stages. First, spreading the initiative. Second, training school teachers. Third, mentoring the work of student teams at schools. Finally, the Scratch Eguna, a science fair where young programmers of 5th and 6th grades share their Scratch knowledge and provide live demos of their work in a non-competitive environment.
Scratch Eguna places the emphasis on the children. Through a learner-centered approach, enables children to lead their own learning process. Considering Scratch knowledge naivety of school teachers, they adopt the role of facilitators, fostering self-learning processes in their students. This approach has been tested over the last three years with very positive results. Consequently, the Scratch community of the Basque Country is bigger than ever and some of the schools are considering to develop programming skills as a part of their curricula. Moreover, Scratch Eguna has been endorsed by the Institute of Educational Technologies and Teachers Training of Spain with the "Best Practices 2.0" award.
Our aim is to continue improving the Scratch Eguna’s methodology to engage more and more people in this participative learning approach. Therefore, this year we will invite students from the 1st Stage of Secondary School to take part in Scratch Eguna in order to show new ways of using Scratch to younger participants. From our perspective, fostering teamwork, creativity, and interest in research are the most valuable outcomes of Scratch Eguna, and we firmly believe our future society will take advantage from them.
This document lists various digital resources categorized by subject that can be used in the classroom, including resources for music, visual arts, technology, languages, mathematics, and general resources. It provides links to websites for making music, graphic design, animation, comics, infographics, vocabulary games, math games, and more. The resources are presented in Spanish and cover a wide range of topics to engage students.
This document discusses using mobile devices and apps to digitalize and enhance the learning experience. It provides recommendations for several free and low-cost apps that can be used for activities like collaborative learning, creative storytelling, vocabulary building, quizzes, and classroom management. Examples of recommended apps include Socrative, Puppet Pals, Whiteboard Lite, and Felt Board. The document also addresses some of the opportunities and challenges of mobile learning, or m-learning, in and out of the classroom.
MuseumShare - Museum Computer Network 2014, Dallas, November 22nd, #MCN2014 Ilaria D'Uva
MuseumShare is a shared platform for content-creation and social sharing, with a series on in-person activities to help make cultural heritage more engaging.
Antonio Miguel Rivero López is a graphic artist, 3D modeler, and illustrator based in Dublin, Ireland. He has over 10 years of experience working for companies in graphic design, branding, and 3D animation. He holds a Bachelor's degree in Fine Arts from Universidad Complutense de Madrid and Universidad Europea de Madrid as well as a Master's degree in 3D Animation and Video Games from CICE, La Escuela Profesional de Nuevas Tecnologías in Madrid.
ACT activities. Let’s have creative fun together!Margarida Romero
The document discusses an intergenerational workshop on digital game creation held in Quebec. It provides details on the workshop such as 65 participants engaging in exchanges on participatory game design and intergenerational learning. It also mentions students presenting projects related to aging and technology topics from the ACT research project and calls for chapters on game-based learning across the lifespan.
This document provides a long list of online resources for improving communicative skills in language teaching. It includes websites for creating presentations, stories, comics, and talking pictures. Specific categories are listed for body parts, school subjects, food, festivals, games, songs, listening activities, and vocabulary learning. Websites are also included for level-specific ELT teaching resources, contractions, present continuous, directions, "there is/are", simple past tense, weather, science, and creating animations.
This document discusses the evolution of information architecture (IA) from 1999 to 2019 and beyond. It argues that IA must move beyond designing isolated artifacts and instead create seamless experiences that span media and contexts. The key points are that IA will become the connector between different media and contexts, users will actively produce and share content, and experiences will become cross-media and ubiquitous ecologies rather than isolated products or websites.
Learning Technologies in the Primary School PPT 3Liliana Simón
This document contains a collection of links to various online resources for teaching English as a foreign language, including websites for reading stories, listening activities, creating posters and forums, finding images and videos, and using polling and social media tools in the classroom. The links cover topics like digital literacy skills, the shift from print to digital learning, and debates around the effective integration of technology into language instruction.
Educational robotics for 21st century skills and promoting interest towards stemMoldova ICT Summit
This document discusses using educational robotics to promote STEM skills. It describes two educational robotics programs - one using the ESI,tank robot to promote creativity, and another using the MathBot robot to teach mathematical concepts. Student feedback from workshops with both robots was overwhelmingly positive, with most agreeing the problems were interesting and fun, and that working in teams was interesting and not difficult. The majority of students felt they learned, were engaged, and wanted to do more educational robotics activities in the future.
This document provides an overview of digital storytelling tools that can be used to engage students. It discusses what digital storytelling is, why it is used, and ideas for digital stories. It also provides examples of free and paid web and mobile apps that can be used to create digital stories, along with resources for digital storytelling projects.
This document summarizes a museum experience project that uses augmented reality and gaming elements to enhance visitors' interactions with artworks. The project would allow visitors to:
1) Learn about artworks through interactive 3D animations operated by a Wii controller or webcam. This would provide educational content for children and adults.
2) Collect virtual souvenirs of sculptures using a ticket card that displays the completed virtual works.
3) Navigate the museum using beacon technology on a mobile app to discover highlights and nearby artworks.
The goal is to make the art experience more engaging and intimate through digital technologies.
This document discusses various technologies that can be used in a classroom setting, including document cameras, projectors, interactive whiteboards, netbooks, and several online tools. It provides examples of how wikis, blogs, Animoto, Glogster, Skype, and other technologies have been used for student projects and collaboration. Specific classroom examples are given, such as students creating videos with Animoto, designing posters on Glogster, and making Skype calls with classrooms in other countries. The document advocates for the power of authentic audiences and global collaboration through technology.
O documento discute a evolução da tecnologia de comunicação ao longo do tempo, desde os primeiros telefones até as redes sociais modernas, e como isso impactou nossas definições de amizade e privacidade. Também reflete sobre como a pegada digital deixa traços que permitem a identificação do usuário e sobre a responsabilidade na internet.
O documento descreve o que é o programa eTwinning, como uma comunidade online para escolas europeias para promover a colaboração entre alunos e professores através de projetos conjuntos. Detalha como professores de diferentes países podem se conectar no portal eTwinning para desenvolver projetos, participar de eventos e grupos, e receber formação profissional.
This document provides descriptions of 8 paintings by Polish artists depicting people reading. The paintings range in style from realism to impressionism to post-impressionism and were created between the late 19th century and present day. Common themes across the paintings include portraying reading as a symbol of wisdom and knowledge, and depicting the subjects with expressions of focus or calm concentration as they read in interior or garden settings. The paintings capture everyday scenes and are rendered in subdued or bright color palettes depending on the era and artistic style.
eTwinning - Da partilha de Práticas à Aprendizagem entre Pares Rita Zurrapa
Este documento descreve a plataforma eTwinning, uma comunidade online para professores europeus. Resume a evolução da plataforma desde 2005 e as ferramentas atuais disponíveis, incluindo eventos criados por professores para desenvolvimento profissional entre pares. Explora como os eventos eTwinning permitem novas dinâmicas de aprendizagem colaborativa.
The etwinning School - Developing the conceptRita Zurrapa
Presented at the eTwinning Thematic Conference - Florence
Joint presentation by Anne Gilleran, Santi Scimeca and Rita Zurrapa.
http://etwinning.indire.it/etwinning-conference-florence-2016/
The document outlines an workshop on how to motivate teachers. The workshop aims to share experiences, discuss collaboration and best practices. It encourages participation and sharing. Several questions are posed to prompt discussion on motivating and engaging teachers. Resources on 21st century education and teaching are shared, highlighting the need for student-centered learning and engaging teachers in their own professional development. The workshop promotes collaboration through eTwinning projects to motivate teachers.
Este documento resume uma apresentação sobre o programa eTwinning, que conecta escolas na Europa através de projetos colaborativos online. O documento introduz o programa, explica como funciona a plataforma online e os recursos disponíveis, e descreve os tipos de formação e reconhecimento que os professores podem obter ao participar em projetos eTwinning.
Workshop Plan an eTwinning project - Seminar Medcountries LimassolRita Zurrapa
This document provides information about planning an eTwinning project and 21st century education. It discusses the importance of planning, communication, and updating profiles. It also includes links to resources about a Mediterranean seminar, project planning, and a video about changing education paradigms.
Este documento fornece informações sobre um encontro regional eTwinning que ocorreu nos dias 19 e 20 de fevereiro de 2016 na Covilhã, Portugal. O documento detalha os procedimentos de credenciação para o encontro e fornece números e informações gerais sobre a iniciativa eTwinning na Europa.
O documento discute as mudanças nas gerações da internet, desde a Web 1.0 estática até a Web 3.0 dinâmica e colaborativa que pretende organizar conhecimento online. Também fornece exemplos de ferramentas digitais como Kahoot!, Powtoon e Socrative que podem ser usadas em sala de aula de forma interativa.
Workshop 3 - eTwinning Seminar "The Meditterranean Sea: Building a Cultural ...Rita Zurrapa
Presentation - Workshop 3 - "How to plan an eTwinning Project?"
eTwinning Seminar "The Meditterranean Sea: Building a Cultural Bridge". 8th to 10th October 2015
Este documento descreve vários projetos nacionais e internacionais promovidos pela Equipa de Recursos e Tecnologias Educativas da Direção-Geral da Educação em Portugal, incluindo o projeto SeguraNet para promover a navegação segura na internet entre a comunidade educativa e o projeto eTwinning para conectar escolas europeias através de projetos colaborativos online.
Evento Regional Sintra - eTwinning - Setembro 2015Rita Zurrapa
- O documento resume um encontro regional eTwinning que ocorreu em Sintra nos dias 3 e 4 de setembro para dar as boas-vindas aos participantes.
- Detalha os procedimentos de credenciação e formação disponíveis para os professores participantes.
- Fornece informações sobre o portal eTwinning, incluindo áreas públicas e privadas para colaboração e formação online.
The document provides information on planning face-to-face and online events. It discusses the benefits of each, such as concentration and personal connections for face-to-face versus cost and accessibility for online. Guidelines are given for different types of events including professional development workshops (PDWs), eTwinning seminars, and mini-conferences. Logistical tips are provided for hosting PDWs. Sample agendas are outlined for a PDW and seminar. The document emphasizes planning, participation guidelines, programs, and evaluations for successful events.
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.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
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.
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.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, 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.
21. Teelling stories in the web 2.0
Powtoon
https://www.powtoon.com/
Storybird
http://storybird.com/
Animata
http://animata.kibu.hu/
index.html
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26. Here you can find everything
http://bit.ly/etwsofia1
27. Time flies when you are having fun!
5 minutes – Decide the gist of your story
10 minutes – write your story with your group
- up to 3 minutes
20 Minutes – record your story
Presentations