English
"<< Background >>Climate change is happening: temperatures and average sea level are rising, rainfall cycles are changing, glaciers and snow are melting. The EU aims a greenhouse gas emission reduction and OECD reports that land filling is 42% made of waste. The importance of recycling is not sufficiently known. In our project, we focused on environmental issues through digital tools and alert people about environmental problems. While carrying out our activities in order to create/improve environmental awareness in students, we used web2 tools and taught our children how to use digital applications (Scratch, Actionbound, Virtual exhibition, Canva, Mosaically...) and simple coding logic that allowed them to design games, in order to increase their digital capacity so they will be ready for digital transformation in the world. We made sure that our students and their families: 1) had information about what they can change with simple precautions that can be taken in their daily lives; 2) realize that humans must respect the right to life of other creatures. With this project we wanted to convert students and families into «environmental warriors» whose hearts beat for the same purpose in various parts of Europe to protect the future of our world.<< Objectives >>-Supporting and increasing the use of digital technology by 30% in schools-Developing a lifelong skill with the use of educational applications-Using the ICT tools to encourage an all-school approach to the sustainable management of school operations and to facilitate students' learning-Creating an algorithm for intercultural harmony, communication and feeling equivalent-Increasing the European dimension in schools through the development of teacher communication and the integration of more schools in this exchange of good practices-Helping teachers to integrate environmental management principles and practices into their school's programs and to maximize students' learning-Introducing eco-school activities to all partner schools and ensuring that they receive green flags with local activities to be carried out during the project-Understand the importance of belonging to the EU by participating in this project and cooperating with different countries-Ensuring that the work done is applied and spread simultaneously in all schools, by transferring the project to the eTwinning platform -Increasing teachers' and students' digital competences. << Implementation >>Our project had 2 TPM, 3 LTT, 2 results and 1 multiplier events. 3 people from each institution attended TPM meetings (the legal representative, key person and contact person attended). TPM1: It took place in Portugal. It was a kick-off meeting. All partners participated, in order to build trust between partners and to sign the mandates. TPM2: It took place in Italy. It was the final meeting. All partners participated. The sustainability project’s plans and reports were prepared and updated. 6 students and 3 teachers participated in each LTT activities. LTT1 took place in Poland. All institutions participated. LTT topic: The importance of digital-based learning and recycling. Students used educational applications to realize recyclable materials in an enjoyable learning environment. LTT2 took place in Italy. All institutions participated. LTT topic: Effects of global warming with digital based learning. Students visited their surroundings, made virtual exhibitions and created videos. LTT3 took place in Turkey. All institutions will participated. LTT topic: Scratch Time. Specialists and teachers taught students how to use the Scratch program. At the end of the learning, each student wrote a short play/story. << Results >>There are 2 results in the project. Result 1: A training video shooted under the leadership of Portugal, explaining the use of ""MOOC for Scratch"", translated into 5 different languages (portuguese, polish, italian, turkish and english) and uploaded to online platforms to reach many people. Result 2: A game made on Scratch ""Let's Build an Ecosystem for Endangered Creatures"". The game followed a structure like this: It appears on an extinct living screen. He says, ""Can you choose a suitable environment for me to live?"" At the bottom, pictures appear, such as rocks, sea, poles, when the correct picture is clicked, the game progresses, and when an incorrect picture is clicked, the player is directed to the information card. Then the game continues with questions such as ""What plants should be in the environment, which one you can give me to eat, How can you protect me"". Each time the player chooses the correct answer, the creature's habitat is gradually completed. The picture on the screen changes like this: For example, the living creature is in the sea first, then the fish start to play in the sea, then palm trees are surrounded by a fence. The player completes the habitat, and at the end a thank-you card is issued and the environmentally friendly player is thanked. Multiplier events: An international symposium was held under the leadership of KUKSET to spread the outputs of the project to wider areas. Speakers and experts in the subject described the objectives, activities and results of the project. They explained how results could be achieved. The entire symposium was videotaped and uploaded on youtube, social media and school websites. The symposium was translated into 5 languages and added as subtitles. The speeches of the speakers were taken as text and presented alongside the videos."
