The digital skills we need to cope with complexity 
(DIGICOMPLEX)

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Erasmus Plus cooperation partnerships in school education 

2021-1-ES01-KA220-SCH-000027726

NEED / PROBLEM​

  • Nowadays, in order to design new educational orientations and resources to develop innovative environments in education, efforts are being made to provide education in the form of formal, informal or non-formal aiming at disseminating e-life cultures from pre-primary education institutions to tertiary education and to ensure its continuity. The function of computers is increasing day by day and this influence both learning-teaching processes and economic and social functions of education. Additionally, new developments across the world such as the limitations brought by COVID-19 pandemic have shown us the necessity to improve teachers’ knowhow in using technology in instruction because they will need it during such times.

 

OBJECTIVES

  • Develop cooperation between the community, school, teachers and students through the use of advanced information technology tools.

  • Support learning environments with educational software, electronic references, application software and educational games.

  • Integrate information technology tools into any learning environment.

  • Provide access to all sorts of advanced information technology tools throughout the life of each student.

  • Provide all students with the ability to use the right information technology tool at the right time and in the right place, contributing the a school education more inclusive.

  • Ensure that computer teachers use lesson plans, improve assessment tools, prepare educational materials and improve themselves

WORKING PLAN​

The project lasts for 24 months.

From December 2021 to November 2023.

PARTNERSHIP

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NEWSLETTER

1st Newsletter​

2nd Newsletter​

3rd Newsletter​

4th Newsletter​

RESULTS

  1. Curriculum & Training scheme - in this material,the suitable techniques, learning approaches and learning content used in the online courses and game will be identified.

  2. E-Learning Platform and Open Education Resources - Within the platform, a training course with 5 modules will be available all users interested to the topic.

  3. Educational game - the main output of this project and together with the eplatform will give the access to all the OER (textbooks, presentations, multimedia, 3D objects and constructions) developed as well as the training schemes.

IMÁGENES