"<< Background >>According to our school's 2020-2025 strategic plan, our main goals are to adapt to the times and to use innovative education methods and techniques. Although societies live in the same time period, they may not live in the same ages. The 11-18 age group, defined as the Z generation has started to develop digital tools apart from being a user. With the support of families, studies are carried out to guide this generation in the right way in schools with high socio-economic levels. Compared to previous generations, these individuals have a higher capacity to use their mental and physical skills, self-confidence, and ability to carry out multiple tasks simultaneously. Therefore, the education methods of previous generations are insufficient for the individuals of this generation. The worldwide pandemic and the war between Ukraine and Russia have revealed the importance of hybrid education. Education has made it compulsory to be done not only in schools but also by using digital tools anytime and anywhere.In the evaluation made with our teachers when the schools started, it was determined in the reports received from the teachers that 135 of the 147 students in our school never participated in online training.. << Objectives >>At the end of 22 months, we want to increase the rate of students using the digital education;To apply the hybrid education model more often with our students, our disadvantaged students get closer to the idea of digital education by using devices to look for information that help them in school;We want to use digital education tools through developing teachers' professional skills.Participating partners will develop educational relations between school.The project was designed to address the challenges of digital transformation in education, particularly in rural and disadvantaged school contexts. The key objectives were:To prepare a flexible digital action plan adaptable across diverse educational cultures.To increase student participation in digital education from 20% to 50% within 22 months.To raise the teacher usage rate of digital education tools from 25% to 60%.To strengthen interest in hybrid education models.To engage disadvantaged students (with disabilities, from single-parent families, migrant or refugee backgrounds, or low socio-economic conditions) and prevent early school leaving.To enhance teachers’ professional competences in digital pedagogy and create pedagogy and create digital learning materials.<< Implementation >>Pre-test for students and teachers. Teachers and students kept separate ""Erasmus Diaries"" to be used in the meetings they will hold at their schools after the mobility.Each group will be associated with a lesson, and teachers and students will be able to watch the lessons until noon.Teachers from Romania prepared two lessons. They presented their digital tools during the lessons.The teacher and students completed a questionnaire about the lesson. The host school explained how the lesson is prepared using web 2.0 tools, and the preparation of the materials that can be used in their lessons. The host made a presentation on Web 2.0 tools and robotics. In Poland - Education 4.0: 3D Printers: Students and teachers explored the practical applications of 3D printing in classrooms. VR Technology: Using virtual reality (VR) tools, participants were able to explore virtual museums and exhibitions.Teachers from Turkey will prepare two lessons. They will present by using EBA and google classroom during the lessons.The host school will explain how the lesson is prepared using MORPA.Digital material preparation competition. A competition on selected web 2.0 applications.Every teacher who can form a team of 4-8 teachers and students.<< Results >>In each mobility, I made activity logs. Each partner carried out their activities according to the project. In Romania, students and teachers created activities with Web 2.0 digital tools, in Poland it was tested 3D Printers: Students and teachers explored the practical applications of 3D printing in classrooms. They learned to design simple 3D models, using Tincercad application, which were then printed, offering hands-on experience in using this technology to support creativity and problem-solving skills.VR Technology: Using virtual reality (VR) tools, participants were able to explore virtual museums and exhibitions. Students also created their own virtual museums, showcasing their understanding of how VR can be used to enhance interactive learning experiences, making education more immersive and engaging. Applications such as: ClassVr, CoSpaces Edu, ThingLink, Eduverse360 were used., and in Turkey we discovered the EBA and MORPA platforms.We created materials with these Web 2.0 and others tools VR and Morfa, EBA platform.Our students worked in Canva, Padlet, Animaker and Powtoon to create the last activity in online. Each partener put its materials in a Padlet to share them with others."
