Virtual Reality Digital Cluster - the Integration of Virtual Reality in 21st Century Teaching, Learning and Assessment. |
BioMeBioYou uncovers, explores, questions and celebrates all aspects of Biodiversity from the perspective of students of all abilities from every strata of society, and their whole-school communities. Moreover, it challenges us to look beyond biodiversity in its traditional meaning, towards a more inter-connected and creatively holistic, 21 Century definition.
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ReadyAI is the first comprehensive K-12 AI education company to create an “out of the box ready” and complete programme to teach AI. Our mission is to provide AI education that empowers students to use AI to change the world. |
Real Time Learning’s (RTL’s) purpose is to support schools in expanding their capacity to deliver stimulating, enriching, and future-focused STEM (Science, Technology, Engineering and Mathematics) learning experiences by establishing significant partnerships with industry and the tertiary sector. |
IoTKG is a flexible, free, and open access programme that delivers STEM education and digital technologies education in an authentic learning context. The program was born from the need to foster an attitude of evidence-based decision making in early education already and to teach the skills to act on this attitude. Far beyond just delivering STEM skills, the program aims to contribute to laying foundations for informed citizenship that works towards a sustainable future. |
Educating 1,65,000 students through 136 schools across India, Podar Education Network has established itself as a leader in the Indian Education Sector. Established in 1927, Podar Education Network strives to create modern citizens who are ready to make global changes. |
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Raising awareness of Food Waste in the EU and globally through gamification design in XR, Minecraft Education in elementary schools , and the delivery of Continuous Professional Development to teachers throughout the EU. |
Learning From the eXtremes is a project to enhance digital accessibility and implementation in the most rural parts of the EU towards inclusive provision of meaningful, technology-enhanced teaching and learning. |
FLEAP’s vision is to create an emotional- and cognitive-aware Flipped Classroom for all, integrating emerging technologies (EEG, XR, AI, and Robotics) in a pedagogically meaningful way. In order to uncover students’ emotional and cognitive status, FLEAP employs state-of-the art concepts of affective computing (i.e., EEG-based emotional indexes) and AI-based learning analytics.Website to follow soon
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An interdisciplinary perspective promoting the spirit of the Faro Convention (2005), the Council of Europe Framework Convention on the Value of Cultural Heritage for Society, enhancing, through education, access, participation and use of digital technologies and new learning dynamics in the context of culture and European cultural heritage. It uses a pedagogical gamification approach (through MineCraftEdu) to create explorations and representations of the built cultural heritage of the city Faro. |
A project developing experiences based on Virtual Reality where Five GeoParks from Italy, Hungary, Croatia, Turkey and Slovenia are recreated.
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This project comprises of five primary schools, seeking to encourage creative problem-solving through abstract, environmental and physical mathematics, through the use of technology, mathematics in the environment and in robotics. We hope this project will be a positive and worthwhile way to develop problem-solving skills and other skills associated with Mathematics for the children in all schools.
The project is linked to the School Self Evaluation process and aims to improve creative problem-solving skills through digital technologies in teaching and learning practices in our schools. This project utilizes digital technology equipment such as Beebots, Microbit circuit boards, Lego We Do, Izak9 Cubes, tablets and more, which pupils are already enjoying across all class levels. |
The aim of this project is to develop the children’s confidence and competence in both English and Irish oral language, through a variety of language experiences. The project will also aim to address the gap between the Irish and English curriculum through the meaningful integration of digital technology.
This academic area was selected for the project due to the continuing roll out of the new Primary Language Curriculum in Ireland. |
Scientix promotes and supports a Europe-wide collaboration among STEM (science, technology, engineering and maths) teachers, education researchers, policymakers and other STEM education professionals. |
Second You OID No: E10319336
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ICLA OID No: E10314187
ICLA PIC No: 884211164 Company Reg No: 655672 |