APP YOUR SCHOOL
The project aims the testing and implementation of innovative methodologies and practices in the field of education, in secondary schools of 8 European countries: Czech Republic, Finland, Greece, Italy, Lithuania, Poland, Portugal and Turkey. The leader partner is the Italian Centro Zaffiria.
Our main objective is to value media literacy of students, their competences developed out of schools, their engagement in active citizenship and to promote young creativity through the development of “Digital Ateliers”, with the use of participatory approaches based on the methodologies of Alberto Manzi and Bruno Munari and ICT, in order to better include ICT in the school curricula, with focus on digital creativity.
PHASES OF THE PROJECT
1. The first stage corresponds to the first year of the project and will be the training of the staff of the partner organizations through a Transnational Training, Teaching and Learning Activity (LTT) and national training seminars of the teachers – it’s essential in order to start the project with a common methodological background.
2. After this, staff and teachers will elaborate a draft for a “Digital Atelier” to be experimented in classes of secondary schools (students aged 11-16 years old) involved in the project. Staff and teacher representatives will meet again in a second LTT in order to elaborate content, tools and methodologies valorizing the needs and practical questions of the teachers.The experimentation period foresees the application of the learned methodologies and the development together with the students of services for the benefit of local communities, through the designing of new public services and imagining new developments of their local communities.
3. The third year is dedicated to the elaboration of Toolkits in the 8 languages of the project, integrating the experimental phase of every country with the respective teaching/ learning approaches integrating ICT, in order to guarantee at national level the dissemination and use of the produced material.
- Thursday 20th of June 2019
NEW TECHNOLOGIES IN TEENAGERS' EDUCATION
Experimentation meets the official school curriculum
Karpos within the «App Your School'» Erasmus + program organised on the 20th of June 2019 at Serafio in Athens,the final event for the program titled «New Technologies in Teenagers' Education'». During the event,the work that Karpos did for three years was presented through interactive workshops,speeches and Q&As.
During the first part of the event 3 workshops of App Your School were presented in their short version. The attendees participated and got a taste of the workshops.:
• Soundscape: how can we tell a story exclusively through sounds? The participants reconstruct a space or a story through sounds that define them and create their own narrative.
• One idea,many variations: how can a notion be represented with different ways? The participants using photography capture different points of view and compose a digital collage through an app for digital devices.
• Treasure hunt with portable devices: How can I create a digital treasure hunt? The participants through a special app explore the surrounding space and complete ''audiovisual'' missions.
After the workshops we had the opportunity to hear from our guest speakers: Pavlos Charamis - Vice President of the National Institute of Educational Policy, Sofia Papadimitriou - Head of the Educational Radiotelevision & Digital media, Ministry of Education,Research & Religion, gave a speech on «The Student Competition for Audiovisual and Digital Creation: Your story, is your city's story», Dimitris Tzouris - consultant of Educational Technology, Anatolia College talked about «Chat as prerequisite for Class: Using the Slack platform in Civics class for the first year of high school» and Giannis Ladas - CEO of Diadrasis gave a speech on «AR use in education and culture»
SOUNDSCAPESCan we tell a story through sounds exclusively?
Our aim is to create a story exclusively with sounds. After a a group brainstorming about the sound profile of a location or a short narrative, students make lists and draw a self-made music sheet, organising sounds on a timeline, their levels and sequence. Roles are shared within the team as in an orchestra. They rehearse and record their performance for the peer audience. Similarly, they do this with digital devices by searching in sound libraries to create the desired storyline. This performance uses the devices’ speakers as music instruments. Additionally, they can visit the actual space and record and edit a documentary soundscape afterwards.
TRUTH OR DAREHow easy is it to become a fake news victim? Can I build and share my own news campaign through media?
Build your own student campaign, even if it is based on a fake news. How easy is to create content through the web? Create your campaign using 3 technology tools: social media posts, poster creation and video proof-interviews. Students work in groups of 4 and at the end vote on which campaign tells a true story and which lies. Regardless of the original validity of the story or piece of news (it may be truth or fake), the winning campaigns are the ones that made it look real and convincing. How easy is to get fake news victims? How can we protect ourselves? Students are encouraged to discuss the easiness for someone to create content across the various new media and negotiate the concept of misinformation.
INFOGRAPHICSCan information and knowledge be presented in a visual way in order to become more understandable and memorable by a wider audience?
Students experiment with verbal and visual abstraction. They are introduced to the concept of symbols and they create their own. They study how verbal and visual communication (text and symbols) can be combined to create a visual representation of a set of information. Finally, they create their own infographic in order to communicate a set of information/ knowledge in a quick and easy way
QR CODESHow can I hide information and create a campaign?
The students get to know and experiment with qr codes. Then, in teams they create content on a specific theme using video, image, sound and text and they generate their own qr codes in order to ‘hide’ their content. Finally, they combine their QR Codes with other visual elements in order to create an engaging poster. All the teams’ posters constitute a campaign on the specific subject. The basis of this activity is the gamification of learning. Students are being engaged in hiding and seeking/revealing information using qr codes. They have to collaborate, to think creatively, to test and evaluate, to present their work and create engagement.
ONE OBJECT MANY VARIATIONSHow can I hide information and create a campaign?
Students photograph a selected object or idea in 5 different ways related to 5 specific conditions: reality, surreal use, advertising, fairy tale and social interaction. Then, based on the same theme, they create a digital collage with min 5 new photos, trying to portray the idea in a synthetic visual way. Finally, they develop this concept into video, selecting one of the different types of video: reportage interview, documentary with personal narrative, fiction, no sound video with titles (as for social networks), advertisement). Text can be added and applied in all stages to enhance or twist the meaning of the picture.