Micro:bit i Escape room
โถSummary
Goal of the project is development of resources and environment for encouraging computer literacy of elementary school students through the use of micro:bit and modern educational tools based on e...
โถObjectives
Goal of the project is development of resources and environment for encouraging computer literacy of elementary school students through the use of micro:bit and modern educational tools based on experiential learning. It aims to enhance the educational system to better support STEM fields and develop students' essential skills like collaboration, communication, creativity, and leadership. A key component is training teachers to effectively implement a curriculum that integrates modern educational tools and encourages problem-solving and gamification. This approach will provide teachers with practical resources that are easily applicable in the classroom, aligning with contemporary educational needs. The contents created during the project enable students to solve challenges and problems through experiential learning and gamification.
โถActivities
In our project, we implemented several key activities, including three transnational meetings, curriculum development as the first intellectual output, and the creation of educational materials as the second output. We also developed an online platform for Escape room, alongside implementing online training for computer science teachers. Additionally, we piloted the resources in the involved schools and disseminated the developed solutions along with the results from the piloting phase. We wanted to create a comprehensive approach to enhancing computer literacy and enabling students to engage in experiential learning.
โถImpact
The project's objectives were to create resources and an environment that promotes computer literacy among elementary school students through the use of micro:bit and contemporary educational tools centered around experiential learning. To achieve these objectives, the partners have started developing the following results: - Curriculum development and education of IT teachers to improve their IT literacy and programming skills; - Development of educational materials and Escape room online platform as an environment that enables experiential learning and creative problem-solving with the use of gamification as a natural motivator for children of primary school age; - Piloting of developed solutions in primary schools, evaluation and dissemination of developed resources. We are promoting interest and excellence in science, technology, engineering, and mathematics (STEM) and the STEAM approach.