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Pedagogical innovation

Created by Lea Navrátilová
Last updated by Martina Vinjarová 1 year 5 months ago

Project Focus:

The project specifically focuses on subjects within our schools: Computer Science (CS), Art Education (AE), Foreign Languages (German, English).

 

Project Timeline:

Start: November 2022 End: June 2023

 

Project Scope:

The target audience for the innovations are pupils from 4th to 7th grade. The project will be implemented throughout the school year 2022/2023. Innovative teaching will take place during regular classes, within the curriculum, and during extracurricular activities such as computer science workshops. The aim of these innovations is to motivate students to learn CS and AE, with applications in everyday life, and to use programs and web applications safely.

 

Motivation for Implementing Innovations:

The planned activities align with the school's educational program. It also responds positively to the innovations associated with a minor revision of the educational program in the field of ICT. Through its artistic aspect, it connects knowledge and skills across different subjects.

 

Project Description:

  • Utilizing modern information technologies, particularly AI models, in CS, AE, and other subjects, using foreign languages in the communication - spoken or written
  • Expanding and reinforcing knowledge of machine learning, practical application of algorithmic computations, and recognizing the suitability of AI usage
  • Information retrieval and data handling
  • Emphasis on critical thinking
  • Implementation of project-based work methods

These assumptions correspond to participation in the international eTwinning project. eTwinning is a European program focused on national and international cooperation among students, teachers, and schools. It also involves "experimenting" with new forms and methods of teaching, new technologies, and collaboration between students and teachers from different schools. The joint project requires subject approval, activity planning, execution of activities, collaborative communication and consultation, and working together on the eTwinning platform for project implementation, finalization, publication, and presentation of project activities.

 

The goal of the project is to apply STEAM skills in practice, navigate in a foreign language environment, and utilize modern technology with the assistance of AI. It should be noted that computational thinking is a mental exercise that stimulates creativity, an open mind for innovative solutions, and strengthens self-confidence and self-esteem. Everyone should possess ICT skills. Computer literacy is also essential in other areas of education, such as natural sciences, chemistry, physics, biology, geography, and it connects with other educational disciplines through art education.

Goals of Innovative Activities:

Main goal: The main goal is to develop key competences, encourage and motivate students in learning CS, AE, and other subjects, with a safe use of computer programs and applications (digital literacy).

 

Sub-goals:

  • Developing technical interests
  • Stimulating children's imagination
  • Cultivating the habit of observing the world around them in children's thinking
  • Establishing collaboration with other teachers
  • Improving cooperation among students
  • Developing materials as examples of good practice
  • Fostering creativity by encouraging students' active participation in small project works
  • Individualization of the teaching process
  • Using information technologies, including acquiring skills for safe use of new applications
  • Teaching teamwork skills
  • Systematic self-evaluation of learning progress after each phase of project activities

The innovations also aim to utilize various forms of work, especially working in pairs or groups, which teach mutual assistance, collaboration in achieving goals and problem-solving, and shared responsibility.

 

Planned Activities and Implementation Methods:

  • Creating avatars and establishing contacts with students from other schools
  • Designing logos and maps using available tools
  • Creating e-books and presentations with AI assistance from acquired materials
  • Collaboration with partner classes within the eTwinning program, creating materials on Twinspace, creating puzzles using multimedia tools (e.g., Jigsaw Puzzle), quizzes on Kahoot, competitions on Padlet (AI - entering prompts directly in the application)

Combining computer science and art education using various modern multimedia tools with the assistance of AI will not only enhance key competences but also improve students' ability to use modern technology and contribute to a more conscious utilization of its achievements.

Teaching Methods and Techniques:

  • Mode of communication
  • Activating methods and techniques (e.g., project-based methods, educational games, brainstorming)
  • Flipped classroom method
  • Multimedia techniques (using internet resources, AI models, computer programs, multimedia tools, iPad, PC)

Forms of Work:

  • Individual work
  • Teamwork, working in pairs
  • Whole-class work
  • Inter-school (international) group work

Materials and Teaching Aids:

  • Computer-based educational programs
  • Educational and computer games
  • Internet materials
  • Illustrations, posters
  • Electronic books (e-books)
  • Materials prepared by teachers and students

Examples of ICT tools used in the implementation of innovations: Google, Jigsaw Puzzle, Avatar Maker, Wordart, Padlet, Canva, Genial.ly, Storybird, Wordwall, Canva, Prezi, PowerPoint, Quizlet, LearningApps, Quizizz, Classtools, Tricider, Kahoot, email, MS Office Word, Excel, desktop computer, interactive whiteboard, notebook, smartphone, tablet/iPad, TwinSpace, WhatsApp, Youtube, Padlet, QR codes - readers, generators, Google Forms

 

Expected Effects of Implemented Innovations:

For students:

  • Increased motivation to learn computer science, embrace new AI-related developments, deepen their connection to the field of art through practical projects, and present their work to the public
  • Enhanced computer literacy in data processing
  • Ability to establish interpersonal contacts in virtual and real-world environments
  • Exposure to various forms and methods of learning
  • Improved ability to use ICT tools
  • Development of collaborative skills and teamwork, including responsibility for assigned tasks
  • Increased self-confidence and satisfaction with the deepening knowledge of CS and AE

For the school:

  • Increased attractiveness of the educational offerings of our school (activities presented on the school website and social media platforms)
  • Building a positive image of the school among students and parents as an institution committed to the development of its students
  • Enhancing the quality of school work by enriching traditional teaching methods and resources

For teachers:

Participation in the eTwinning program leads to increased involvement and enthusiasm among teachers in their work. Working with students involved in project-based learning motivates educators. Interacting with other eTwinning participants, who not only seek to develop their professional skills but also share a similar perspective, significantly influences the improvement of teaching quality.

 

Evaluation:

Throughout the implementation of innovations, relevant documentation will be continuously stored on the Twinspace platform, enabling the evaluation of implemented actions. Student work and progress will be systematically monitored. The evaluation results will be compiled and presented to the school administration at the end of the innovation period. Regular updates will also be provided to the public through the school website and social media. The analysis of evaluation results will serve as valuable feedback for the authors of the innovations, indicating the level of student engagement and interest in learning and its progression.

The results of the final evaluation will be processed in the form of a report and presented in June 2022. The evaluation will encompass:

  • Degree of implementation of planned activities within the innovation
  • Effectiveness of methods, techniques, and forms of work in students' acquisition of knowledge, skills, and attitudes
  • Attractiveness and usefulness of the program for students
  • Program effectiveness according to parents
  • Interviews with students
  • Observation of work and participation of all involved in the innovations
  • Analysis of student progress and outcomes.

(A)ICTintheCITY_2022_2023_ATTACHMENT_CZ

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