Programming

Paese, Città/Regione

Paese: 
Estonia
Città: 
Pärnu

Organizzazione

Nome dell'ente o associazione: 
Pärnu Koidula Gymnasium
Contesto dell'ente o dell'associazione che presenta il progetto: 
School

Sito Web

https://koidulaharidustehn.wixsite.com/e-safety

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Tipo di progetto

Educazione fino ai 18 anni

Descrizione del progetto

Description Frase (max. 500 characters): 

E-safety learning material through programming (BeeBot) and creating app (AppInventor, AnkiDroid), from high school student to primary students

Project Summary (max. 2000 characters): 

Different searching research said that our children used more and more virtual social networks (EU Kids Online 2010). 59% of students have own profile in networks. In Estonia the students ages 10 -16 spend their time average 5 hours by day. This is the reason why our students had an idea to create interesting and useful e-safety games.

The project idea is to share e-safety knowledges from high school student to primary student through the different activities. The main purpose to teach smaller students behaver in cruel (if you don’t protect yourself) world, get to start of possibilities to get hurt. The project consist of three different e-safety games, made by students. The First game - How to use: 2 teams, both have own game boards (different color, 3D printed and consisted of geometric shapes). The team have to pick up the same colored shapes what  are located on the main floor board. The  Quiz created in GoogleForm and students would solve it in tablet. The game buttons - Bee-Bots, every right answer (give 3 BeeBots steps on the floor board.

Second game – AppInventor game, phone solving.

Third game – e-safety question in AnkiDroid. 

Da quando è funzionante il vostro progetto?

2016-11-01 00:00:00

Obiettivi ed elementi di innovazione

The project idea is to share e-safety knowledges from high school student to primary student through the different activities. The main purpose to teach smaller students behaver in cruel (if you don’t protect yourself) world, get to start of possibilities to get hurt. The project consist of three different e-safety games, made by students. The First game - How to use: 2 teams, both have own game boards (different color, 3D printed and consisted of geometric shapes). The team have to pick up the same colored shapes what  are located on the main floor board. The  Quiz created in GoogleForm and students would solve it in tablet. The game buttons - Bee-Bots, every right answer (give 3 BeeBots steps on the floor board.

Second game – AppInventor game, phone solving.

Third game – e-safety question in AnkiDroid. 

Risultati

Describe the results achieved by your project How do you measure (parameters) these. (max. 2000 characters): 
This project noticed in Estonian own made game competition “Mängumaraton” 2017. The students (who made these games) played e-safety games in different Estonian primary schools: 1) The primary school students liked the games (e-safety quiz and BeeBot programming), it’s like floor board game 3) All students had new knowledges of e-safety 4) The primary students had new knowledges through the integration of subjects, the interesting activities (BeeBot moving, geometric shapes, how to get right angle degrees etc 5) The students had experience to make questions and create interesting activities for younger students The students had good practice working with younger students as teachers
How many users interact with your project monthly and what are the preferred forms of interaction? (max. 500 characters): 

Project team – 7 students. Practise in different primary schools (about 60 students). Them waited some schools who want to wide primary schools students network horizon. 

Sostenibilità

What is the full duration of your project (from beginning to end)?: 
Meno di 1 anno
What is the approximate total budget for your project (in Euro)?: 
Meno di 10.000 Euro
What is the source of funding for your project?: 
Altro
Note eventuali: 
Gymnasium
Il progetto è economicamente autosufficiente?: 
Since when?: 
2017-09-01 00:00:00
When is it expected to become self-sufficient?: 
2017-12-01 00:00:00

Trasferibilità

Has your project been replicated/adapted elsewhere?: 
Where? By whom?: 
-
What lessons can others learn from your project? (max. 1500 characters): 

It’s very important e-safety. Our world and communication works through the web, it’s very important to explain how to behaver in network world. This project helps to develop knowledges what I can do, what I can’t do in social networks and in Internet pages. E-safety integrated with different subjects - maths (geometric shapes, ankle degrees etc), simple programming (BeeBot), foreign language - question of e-safety, using new technology  - tablets, apps (AnkiDroid, AppInventor)

Are you available to help others to start or work on similar projects?: 

Informazioni aggiuntive

Barriers and Solutions (max. 1000 characters): 
-
Future plans and wish list (max. 750 characters): 
Visit different schools, play with younger students e-safety learning games. To develop skill to use technology, to develop the digital skills and have knowledges how safely communicate in social networks. Practise as teachers in different primary schools (about 60 students).

Paese, Città/Regione

Paese: 
Latvia
Città: 
Riga

Organizzazione

Nome dell'ente o associazione: 
TJN "Annas 2"
Contesto dell'ente o dell'associazione che presenta il progetto: 
School
Specify: 
Self funding

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Tipo di progetto

Educazione fino ai 15 anni

Descrizione del progetto

Description Frase (max. 500 characters): 

Everything started when little cousin broke his RC car and aunt asked do i need any of the parts found in there, i said that whole car could be re-used and then i got the car. I putted in big battery, lights, Arduino, H-bridge, Bluetooth module and some sensors.

Project Summary (max. 2000 characters): 

Car that is switchable between two modes -- autopilot and remote controll.

Da quando è funzionante il vostro progetto?

2017-08-01 00:00:00

Obiettivi ed elementi di innovazione

Wanted to make a car that could be remotely controllable and self-driving. Bluetooth module to controll it remotely and ultrasonic and infra-red sensors to make it self-driving.

Risultati

Describe the results achieved by your project How do you measure (parameters) these. (max. 2000 characters): 
Car is not hitting the wall if it had registered distance lower than 50 cm with ultrasonic sensor. Car brakes if it has lost connection to phone.
How many users interact with your project monthly and what are the preferred forms of interaction? (max. 500 characters): 

Gave remote app to family and freinds to get feedback.

Sostenibilità

What is the full duration of your project (from beginning to end)?: 
Meno di 1 anno
What is the approximate total budget for your project (in Euro)?: 
Da 10.001 a 30.000 Euro
What is the source of funding for your project?: 
Altro
Il progetto è economicamente autosufficiente?: 
Since when?: 
2017-09-01 00:00:00

Trasferibilità

Has your project been replicated/adapted elsewhere?: 
No
Where? By whom?: 
Teaching others.
What lessons can others learn from your project? (max. 1500 characters): 
  1. Broken toys can be modified into robots.
  2. You do not need a big budget for building a robot.
  3. You do not need code to make Android application.
Are you available to help others to start or work on similar projects?: 

Informazioni aggiuntive

Barriers and Solutions (max. 1000 characters): 
Self made H-bridge did not work. Self made H-bridge was replaced to factory made one.
Future plans and wish list (max. 750 characters): 
Take part in the robotics challenge.
Allegati: 

Paese, Città/Regione

Paese: 
Estonia
Città: 
Pärnu

Organizzazione

Nome dell'ente o associazione: 
Pärnu Koidula gymnasium/Pärnu Mai School
Contesto dell'ente o dell'associazione che presenta il progetto: 
School

Sito Web

http://twinspace.etwinning.net/609/home, cuthpro.weebly.com, http://tulevikus.pbworks.com/w/page/85586302/4klassi%20arengumapp, https://scratch.mit.edu/projects/29228116/, http://padlet.com/tiiule07/3b

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Tipo di progetto

Educazione fino a 10 anni

Descrizione del progetto

Description Frase (max. 500 characters): 

The project is mainly about discovering the culture of European countries. It uses Scratch (programming language) as the main tool. The goal of the project is to create educational games or animations that students can share and play.

Project Summary (max. 2000 characters): 

The main idea to prepare the student for real life, give the first skills in programming by developing logical and mathematical, creative thinking skills. The student solve different real life/school life problems by programming and collaborative working ( in project we have 10 groups - Estonia, Poland, France, Macedonia) students have possibility to work together and create games (http://scratch.mit.edu/projects/46371544/) , exercises (http://padlet.com/tiiule07/3b) ,animation-game (https://scratch.mit.edu/projects/29228116/).
The project aims are:
to discover different cultures of Europe and share information (educational system, school life, free time), - to learn programming

Da quando è funzionante il vostro progetto?

2015-05-30 22:00:00

Obiettivi ed elementi di innovazione

The main instrument through the project was programming language Scratch - use used the scratch website.
Our students would to discover different cultures of Europe and share information (educational system, school life, free time), - to learn programming. The programming was integrated with different subjects like maths, art, design, ICT, languages, music etc. Very important was international collaborative work and knowledges through the partnership.
How we managed the project:

1. Getting to know each other 1.1. Preparing a Power Point Presentation: students are supposed to introduce themselves and present their schools – deadline: the end of November 2014 1.2. Making teams - deadline: the end of November 2014 1.3. Organising a chat session: students can ask some questions, learn about their hobbies, interests, etc., they work in teams - deadline: the end of December 2014 2. First steps in Sctrach, the topic of the game: Culture (geography, food, festivals, history, music, famous people, etc.) 2.1. Creating a logo of the project: each team designs a logo and post it, pupils are going to vote to choose their favourite one – deadline: the end of January 2015 2.2. Designing a game character, giving it a name and adding simple moving – deadline: the end of February 2015 2.3. Brainstorming the ideas of the game – deadline: the end of March 2015 2.4 Creating an animation or a game – deadline: the end of May 2015 3. Sharing the animations and games and watching and playing them, exchanging comments, having fun, evaluation of the project, voting for the most attractive game – deadline: the end of June 2015

Risultati

Describe the results achieved by your project How do you measure (parameters) these. (max. 2000 characters): 
Animations, games, quizes, website (cuthpro.weebly.com) and eTwinning TwinSpace (http://twinspace.etwinning.net/609/home) with materials created during the project.
How many users interact with your project monthly and what are the preferred forms of interaction? (max. 500 characters): 

Project partners were from different countries (Estonia, Poland, France, Macedonia). Students working in groups (ten groups - international groups). From Estonia project partners were 20, from France 20, from Poland 10 and from Macedonia 20 students.

Sostenibilità

What is the full duration of your project (from beginning to end)?: 
Meno di 1 anno
What is the approximate total budget for your project (in Euro)?: 
Meno di 10.000 Euro
What is the source of funding for your project?: 
Sponsorizzazioni
Il progetto è economicamente autosufficiente?: 
Since when?: 
2015-05-30 22:00:00

Trasferibilità

Has your project been replicated/adapted elsewhere?: 
No
What lessons can others learn from your project? (max. 1500 characters): 

to support by programming critical thinking, to learn by programming maths and systematize thinking by the gameing, programming supports the boys educational steps.

Are you available to help others to start or work on similar projects?: 

Informazioni aggiuntive

Barriers and Solutions (max. 1000 characters): 
One of barriers was to find platform where the student can collaborative and make animation etc - that platform was scratch.mit.edu. The other barrier was the time zone - it was different and was difficult to find the suitable time to chatting (real time). But we did it.
Future plans and wish list (max. 750 characters): 
To move and develop the programming (through the different subjects) skills. Try new programming languages and share the games and animation with others.

Paese, Città/Regione

Paese: 
Poland
Città: 
Kraków (Network office)

Organizzazione

Nome dell'ente o associazione: 
Stowarzysznie Edukacji Pozaformalnej MERITUM / MERITUM Association for Non-Formal Education
Contesto dell'ente o dell'associazione che presenta il progetto: 
Association

Sito Web

www.gopro.edu.pl

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Tipo di progetto

Educazione fino ai 15 anni

Descrizione del progetto

Description Frase (max. 500 characters): 

GO_PRO! Regional Programming Centers works as a network of public libraries, where youth have possibility to learn basic programming skills using innovative robotic tools

Project Summary (max. 2000 characters): 

We believe that programming skills should not be reserved only for professionals. In modern society, the lack of understanding of the basics of computer science is the new equivalent of illiteracy.
GO_PRO! Network is developing mostly in rural areas in part of Poland with biggest ICT exclusion. The main rule of the network is that it should promote programming classes among whole local community, especially girls and people with disabilities. The main rule of the network is also, that all education activities should be free of charge for everyone.
The capacity shall be built with cooperation with public libraries. Libraries are institutions of public trust, which effectively prevent social exclusion. The role and tasks of public libraries go beyond the collection and sharing of books. They can and should participate in the wide dissemination of knowledge and culture. This project stimulated the international trend of transformation of libraries into social life centers, modern point of access to knowledge and culture.

Within the project we have:
1. Prepared 40 Librarians to be GO_PRO! Trainers (3 days training)
2. Equipped 20 Public rural libraries with IT equipment (interactive projectors, All-in-One computers, tablets, Lego Mindstorms EV3 sets - they gave become Local Programming Centers
3. Within Libraries GO_PRO! trainers lead 500 hours of workshops for 1400 youth
4. In every Programming Center Coders Club was opened - Coder Clubs are based on challenges. Each week there is a new problem, new challenge, which Club has to solve together! They need to learn new thing about algorithm, build a robot using Lego Mindstorms, and then program it properly. Sometimes the challenges forces youth to divide into smaller groups. They compete with each other to create best solution, this way they are stimulated to give all their energy and enthusiasm to solve particular problem the best possible way.

The contract with libraries will last till the end of 2020 to continue work on GO_PRO! centers (news form workshop are published on gopro.edu.pl page). In 2015 and 2016 new GO_PRO! centers will be opened from national and European funds and from private donations.

Da quando è funzionante il vostro progetto?

2014-06-29 22:00:00

Obiettivi ed elementi di innovazione

The main objective of the project was to create space for the development of key competences (ICT) in the field of programming for children and youth.

Specific goals
1. Creation of extracurricular programming education points (GO_PRO!) in 20 municipalities in Poland (VIII – XII 2014)
2. Improving knowledge and competence in teaching the basics of programming (algorithmic) in 40 library workers in Poland (X 2014) – make them “GO_PRO!” trainers
3. Increasing the knowledge and expertise in the creation of algorithms, creative problem solving and creativity in 1200 pupils/students attending classes/workshops in GO_PRO! Centers (X – XII 2014)
4. Increase motivation to learn programming at least half (600) of pupils/students attending classes/workshops in GO_PRO! Centers (X – XII 2014)

Specific Goal 1 and 2 were realized through the creation of the concept of teaching, developing training materials and education toolkits, creation of webportal for communication and developing GO_PRO! network, as well as the transfer of equipment (digital projectors, all-in-one computers, tablets, Lego Mindstorms sets) and training of employees in 20 public libraries in Poland

Specific Goal 3 was achieved by performing in 20 GO_PRO! Centers at least 25 hours of programming lessons and creation of "Coder Clubs". Children and young people were able to meet there and together with “mentors” solve logical problems and create programs addressed to the specific problems

Specific Goal 4 was carried out in a similar manner to the specific goal 3, but here it is worth noting that the motivation was built by the education methods that address some specific issues, as well as the use of innovative, enjoyable educational methods, such as Lego Mindstorms.

Risultati

Describe the results achieved by your project How do you measure (parameters) these. (max. 2000 characters): 
Action project results (measured during external evaluation process) - VII - XII 2014 Evaluation methods: 1. GO_PRO trainers course direct interviews with participants, knowledge tests, desk research on project content materials, online survey (37) 2. Youth workshops - ex-ante and ex-post questionnaires (726) Results: 1. 40 librarians were qualified to be GO_PRO! trainers and were prepared to lead workshops with Youth 2. 39,4% of youth said that their are very very motivated to continue their experience with programming, another 25,6% said that their are rather interested in that. 28,4% said that their knowledge of programming became incredibly greater, 32,1% said that it increased and another 21,7% said that it become slightly bigger, only 4,3% said that they didn't learned anything new. In all programming workshops there were 1400 youth participants (age 11-15) during project period. Another 2100 were participating in workshops during period I - VII 2015. Added Value Initiation of the project ended in XII 2014, but it will be carried out as a GO_PRO! Program. In next years, with support of public and private bodies we would like to open new centers. The existing GO_PRO! Network sign contracts to continue courses within Coder Clubs at least till the end of 2020. During this year thousands of young Poles had been inspired to develop ICT skills. Each GO_PRO! trainer was prepared also to encourage young girls to take part in the workshops, also to make sure, that they will have equal access to such a future-oriented skills. Continuation and nominations 1. Reading and Writing Foundation (Brussels, Library 2020 program) granted GO_PRO! network one of eight of their advocacy grant to promote libraries as ICT education centers 2. World Summit on the Information Society nominated GO_PRO! for their annual award in category of capacity building as one of 30 best world initiatives
How many users interact with your project monthly and what are the preferred forms of interaction? (max. 500 characters): 

Right now there are 20 Programming Centers operational.
In every Center there are about 40-50 Youth participating in programming lessons and Coder Clubs each month (2100 altogether)
Youth participate in:
1. GO_PRO! training's carried out by prepared librarians (GO_PRO! trainers)
2. Coders Clubs (meeting once per week) where Youth receive various tasks to carried out themselves with minor support of GO_PRO! trainers when neccessary

Sostenibilità

What is the full duration of your project (from beginning to end)?: 
Più di 6 anni
What is the approximate total budget for your project (in Euro)?: 
Da 75.001 a 500.000 Euro
What is the source of funding for your project?: 
Finanziamenti pubblici o privati
Note eventuali: 
Association working in the field of innovative methods and technologies in education
Il progetto è economicamente autosufficiente?: 
Since when?: 
2014-12-30 23:00:00

Trasferibilità

Has your project been replicated/adapted elsewhere?: 
No
What lessons can others learn from your project? (max. 1500 characters): 

Where to teach programming? Schools? Yes! But also…
The computer classes in Poland appears as early as at 1st year of primary school. The new core curriculum strongly emphasis ICT classes at all stages of learning. But the effects of these changes will have to wait. We see many problems with the implementation of the objectives of the core curriculum. The teacher preparation standards has no single word about programming. Therefore full implementation of the programming curriculum in formal learning paths will be time consuming. Both will require preparation of a comprehensive program, as well as teachers.
Meanwhile, programming workshops are quite good after-school projects. They are designed to have almost immediate gratification. They are based on the intrinsic motivation of students, intensively using techniques such as gamification.
The basic idea is to use the existing infrastructure, only reconfigure it. To create GO_PRO! Centers we cooperated with Public Libraries. Well-equipped educational centers created conditions for modern programming education. In partnerships with local schools libraries organize interesting IT lessons, but also allows (during so called Coder Clubs) youth to develop programming skills during their free time.

Are you available to help others to start or work on similar projects?: 

Informazioni aggiuntive

Barriers and Solutions (max. 1000 characters): 
Main barrier for teaching youth? How to be effective, how to get their attention? The key to effective IT education seems to be finding the right balance between teaching the basics and awakening of passion to code in youth. The Digital Center report (2013) indicates that non-school initiatives in the field of programming teaching provide rapid, almost immediate feedback, often very specific (drawings, visuals). We developed special training guidelines for GO_PRO! Centers, it stressed concrete nature of the feedback - not general feedback (you are great), but feedback based on very concrete results – moving-robot, flashing lights, playing sounds. This is crucial if we take into account the fact that children under a certain age think very specifically and visual feedback gets easier to them. Within this project we developed two concepts of teaching: 1. Planning algorithms - creating logical sequences, solve problems and find solutions. Special equipment was purchased for GO_PRO! Centers, such as interactive projectors, tablets, touch screen computers. 2. Programming robots - based on the unique robotics solution such as Lego Mindstorms EV3
Future plans and wish list (max. 750 characters): 
The project increased the institutional capacity of 20 public libraries in Poland, which became local centers of education in the field of new technologies, with the right equipment, teaching concepts and prepared trainers. The project - through the provision of materials on the website, has a chance to reach out and encourage other libraries and cultural, educational facilities in Poland, and contribute to creative, innovative teaching the basics of programming. Project was finished in December 2014, but it was just the beginning of GO_PRO! Centers idea. Program of developing GO_PRO! Networks starts in January 2015 and will aim at developing programming skills in Youth in Poland and abroad. New libraries and other facilities will join us soon!
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