e-Twinning project: School Education Accreditation and Innovation in Education

e-Twinning project: School Education Accreditation and Innovation in Education

From Friday, October 25, 2024 4:45 PM
to Friday, October 25, 2024 7:45 PM

Komercijalno-trgovačka škola Split, Marija Istenić, prof. savjetnik

Open online activity

marija istenic5@gmail.com

Croatian

Komercijalno-trgovačka škola, Ulica Antuna Gustava Matoša 60, 21000, Split, Splitsko-dalmatinska županija, HRV

School Education Accreditation and Innovation in Education

During Code Week, students will present their e-Twinning project School Education Accreditation and Innovation in Education.

In today's understanding of education, it is very important to apply innovative teaching methods and integrate information technologies into education. Our eTwining project is based on the Erasmus project number 2023-1-TR01-KA121-SCH-000163482. The goal of the project is to take advantage of technological development, use web 2.0 tools and provide basic information about coding in the creation of innovative educational environments. During the project, students learned together, carried out planned project activities with their international peers, shared their experiences with students from other countries and exchanged their works. The goal was to develop students' independence and creativity, use innovative learning and teaching methods, ensure cooperation between partner schools and have fun while learning.

The activities started with the creation of their own safety rules on the Internet, then they represented themselves and their schools by creating identity cards. We presented Web 2.0 tools and created a study of content development in creating websites for digital education. The students designed the project's poster and logo, created "word clouds", made infographics and created a "project blog". During the duration of the project, the students marked important dates at school, created identity cards, devised internet safety rules, created a logo project, made a poster and prepared presentations.

In the course of the project, mixed, international, presentation teams of students were formed who worked on three different topics. Team 1 with the topic Internet security, team 2 with the topic Innovations in education, and team 3 with the topic Well-being in the school. Students gave presentations to their project partners and wrote them in the forum column.

The final product of our project is an international e-book. The educational goals of the project were achieved in the 2023/2024 school year. Through all the activities carried out during the project, the students motivated and complemented each other and thus created their own works and learned to master various digital tools.

The students will present the project activities, the final results of the project and the digital tools used during Code Week 2024 via the Zoom platform at the Split School of Commercial and Trade.

The date of the event is October 25, 2024 from 16:45 to 19:45

The workshop leaders are professors: Marija Istenić and Ivana Čota, Commercial and Trade School Split and Nada Ratković, Ban Josipa Jelačić Secondary Vocational School Sinj.

https://www.ourboox.com/bp/1588971/

https://school-education.ec.europa.eu/en/etwinning/projects/school-education-accreditation-and-innovation-education/twinspace/pages/april-e-book-final-joint-product

http://ss-kom-trg-st.skole.hr/

    Secondary school Higher Education Teachers
    Art and creativity

Longitude: 16.42238
Latitude: 43.51375
Geoposition: 43.51375,16.42238

Nearby upcoming activities:

IT girls dolaze u vaše škole
Tue, Oct 1, 2024 8:00 AM
IT girls dolaze u vaše škole je projekt u kojem sudjeluju djevojčice, ali i dječaci koji kroz školsku godinu rade sa Arduino opremom te kreiraju različite prijekte najčešće povezane sa lokalnom zajednicom i problemima u njoj. 
"Kodirajmo zajedno– Code Week u vrtiću"
Mon, Oct 20, 2025 2:29 PM

U sklopu Europskog tjedna programiranja organiziramo tjedan aktivnosti i radionicu djece, roditelja i odgojitelja pod nazivom „Kodirajmo zajedno!“. Roditelji i djeca imat će priliku istražiti svijet programiranja kroz igru, pokret i kreativne izazove – bez upotrebe ekrana i tehnologije. Cilj nam je pokazati da programiranje ne znači samo rad na računalu, već da se osnove logičkog i algoritamskog razmišljanja mogu učiti i kroz svakodnevne igre i situacije.

Što ćemo raditi?

 Pretvarati se u robote i programere – tko će bolje izvršiti zadatak?
Rješavati kodirane zadatke i staze s “tajnim blagom”
Crtati po uputama i stvarati jedinstvene “programske crteže”
I najvažnije – zabaviti se i povezati kroz igru

 

As part of the European Code Week, we are organizing a week of activities and a workshop for children, parents and educators called "Let's Code Together!". Parents and children will have the opportunity to explore the world of programming through play, movement and creative challenges - without the use of screens and technology.

Our goal is to show that programming is not only about working on a computer, but that the basics of logical and algorithmic thinking can also be learned through everyday games and situations.

What will we do?

Transform into robots and programmers - who will complete the task better?

Solve coded tasks and paths with "secret treasures„

Draw according to instructions and create unique "program drawings„

And most importantly - have fun and connect through play

Mačka lovi loptu
Sun, Apr 27, 2025 11:40 AM

                                       LOV NA BLAGO

Opis aktivnosti:

Učenici će u Scratchu napraviti igru Lov na blago. Igra će imati glavnog junaka (npr. robota) koji se kreće strelicama na tipkovnici i mora pronaći skriveno blago na karti punoj prepreka. Kada igrač dotakne blago, prikazat će se poruka "Bravo! Pronašao si blago!"

 

Cilj:

- Razvijati logičko razmišljanje i kreativnost kroz osnovno programiranje.

- Upoznati osnovne Scratch naredbe za kretanje, događaje i interakciju.

 

Koraci aktivnosti:

- Kratko upoznavanje s osnovnim elementima Scratcha.

- Pokazati primjer gotove jednostavne igre ili animacije.

- Učenici biraju svog glavnog junaka i izgled pozadine (npr. svemir).

- Razmisliti gdje će sakriti blago i kakve prepreke će staviti.

- Napraviti skripte za kretanje junaka.

- Postaviti pravilo: kada se junak dotakne blaga - promjena pozadine ili prikaz poruke.

- Dodati prepreke koje vraćaju junaka na početak ako ih dotakne.

- Igrati svoje igre i međusobno ih isprobati.

- Svaki učenik može ukratko opisati kako funkcionira njegova igra.