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EuroTeen

This project involves 9th and 10th-grade students from three European high schools to explore the daily habits of adolescents in different settings, such as family, school, leisure activities, technology use, and travel. Since statistics are deeply embedded in everyday life, students will discover the statistical patterns behind their routines. They will gather data from their own experiences, represent it visually using graphs, analyse the results and engage in discussions before publishing their findings. This process will help students recognize both cultural similarities and differences among their European peers. The project adopts a Project-Based Learning (PBL) and Game-Based Learning (GBL) approach. The final outcome will be an eBook, where international teams will present their research. These findings will stem from a collaborative process in which students design survey questions, analyse the collected data, and display the results graphically. Additionally, the teams will create infographics to summarise their work and disseminate it. While the project uses Maths to enhance students' understanding of their own lives and those of their peers in other countries, it also incorporates interdisciplinary elements. It encourages communication in English—the project's working language—promotes Civic Education, and applies practical ICT skills. Throughout the project, synchronous work sessions will be organised among students, including key moments such as an ice-breaking videoconference at the start and a final collaborative session. The ice-breaking video conference will allow students to get to know one another, fostering a sense of community across the international teams. This session will include introductory activities designed to help students feel comfortable and engaged, setting the tone for effective collaboration during the project. In the final session, students will alternate between periods of focused work and playful activities. The work segments will involve finalising their data analysis, preparing their project outputs (such as infographics and the eBook), and discussing their findings. The playful activities will integrate game-based learning (GBL) elements, encouraging engagement and reinforcing project concepts in a fun, interactive way. This balanced approach ensures that students remain motivated, combining the rigour of academic tasks with enjoyable, dynamic activities
Created on
2 members

Information

Members:
2
Membership:
Italy(1), Belgium(1)
Age range:
14
-
16
Vocational subjects of teaching: