亮溜凌了侶 / Amphipolis in greek, english, german Teachers4Europe Serres Greec...kastanos
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greek
裡劉竜 亮溜凌了侶: 粒略僚侶 粒凌略 侶亮凌虜留旅虜凌 凌了旅旅亮凌 (竜虜了凌粒劉 2019), 僚慮竜侶 竜粒留溜留 粒旅留 凌 Erasmus+KA3 Teachers4Europe: Setting an Agora for Democratic Culture (T4E), Karagkiozis Ioannis, Teachers 4 Europe Ambassador of Serres Greece. 里留 了了略隆旅留 留略 隆侶亮旅凌粒流慮侶虜留僚 亮竜 凌 侶僚 竜僚侶亮劉侶 僚 凌侶旅虜ホ 凌劉僚 裡竜ホ 凌 凌粒略亮亮留凌 Erasmus+KA3 束Teachers 4 Europe: Setting an Agora for Democratic Culture".
english
Serres - Amphipolis: Organization of the Market of Democratic Culture (European elections 2019), Erasmus + KA3 complex work "Teachers4Europe: Setting an Agora for Democratic Culture" (T4E), Karagkiozis Ioannis, Teachers 4 Europe Ambassador of Serres Greece. The brochures were created to inform the supporters of Serres in the Erasmus + KA3 program "Teachers 4 Europe: Setting an Agora for Democratic Culture".
german (deutsch)
Serres - Amphipolis: Organisation einer Markt Demokratische Kultur (2019 Europawahlen), komplexe Aufgabe f端r das Erasmus + KA3 "Teachers4Europe: Einstellen einer Agora Demokratische Kultur" (T4E), Karagkiozis Ioannis, Teachers 4 Europa Ambassador von Serres Griechenland. Diese Brosch端ren erstellt Serres K旦rper Anh辰nger des Erasmus + KA3 束Teachers 4 Europa: Einstellen einer Agora Demokratische Kultur
MakeITReal-Warsaw
http://makeitreal.info/?page_id=126
The objectives for the project are to:
Design and model an active, learner-centered teaching approach for engaging underachievers into STEAM related projects through real product design and making practices
Help underachievers in STEM related subjects to improve their performance and develop 21st century skills through their engagement in interdisciplinary projects in three dimensional object design
Plan and enact activities and workshops that promote teacher professional learning and pedagogical change
Create Open Educational Resources (OER) that will support school community members (within and beyond the partnership) to apply the MAKEITREAL learning intervention
Open STEM education though the infusion of arts and the support of product design and making practices moving beyond clich辿s according to which only STEM-talented students can make it.
Establish synergies among schools, academia and the industry towards creative and meaningful engagement in STEAM education.
The document describes the first implementation of the makeITreal after-school 3D printing project at the 56th Junior High School of Athens during the 2016-2017 school year. It involved 6 students aged 14-16 who actively participated in designing and printing 3D objects like geometrical solids and keychains using FreeCAD software and a 3D printer. The students presented their work in school and at festivals. The project engaged students in modern technology and they spent more time than planned designing and printing. Over 80 students now want to participate in the expanded project next year.
The document summarizes robotics activities conducted at the 56th Junior High School of Athens as part of the RoboESL project. It describes the objectives of using robotics to encourage students at risk of early school leaving to remain in school. It details the implementation process over two school years with different groups of students, including preparation, activities, and methodology. Key findings are presented through cases that show ways participation positively impacted students, such as improving social skills and school engagement. The conclusion is that while more research is needed, robotic activities have the potential to change students' attitudes toward learning.
1) This document describes two implementations of robotics activities with students at the 56th Junior High School of Athens.
2) In the first implementation, students worked in groups to build Tribots robots from Lego Mindstorms kits and program them to follow black lines, navigate tracks, and perform parking maneuvers. They participated in a science festival to demonstrate their work.
3) The second implementation again had students build robots in groups and program them using EV3 software. Their first scenario tasked them with programming a dance routine for their robots. Students worked through a problem-solving process to design, test, and refine their robot programs.