<< Background >>En los últimos años, la educación ha experimentado innovaciones, adoptando diversos formatos y promoviendo culturas de vida electrónica desde la enseñanza preescolar hasta la terciaria. Este cambio ha supuesto la adopción de la educación basada en la informática y los proyectos de Internet, pasando de enfoques centrados en el profesor a enfoques centrados en el alumno.La integración de las TIC en las políticas educativas de nuestro país, en consonancia con los Objetivos Estratégicos 2020 de la UE, puso de manifiesto el compromiso con el avance tecnológico. Los países de la UE destinaron importantes recursos a la introducción de pizarras inteligentes, ordenadores e Internet. Los profesores, como actores clave, desempeñaron un papel crucial a la hora de maximizar los beneficios de la tecnología, centrándose en dotar a los individuos de habilidades efectivas para el uso de la información. La creciente influencia de los ordenadores repercutió en las funciones económicas y sociales de la educación. Los retos mundiales, en particular la pandemia COVID-19, subrayaron la necesidad de mejorar la competencia tecnológica de los profesores.En general, los proyectos de la UE y las políticas educativas nacionales situaron a las escuelas e<< Objectives >>The project successfully achieved its aims, aligning with the specified priorities:• To develop cooperation between the community, school, teachers and students through the use of advanced information technology tools. • To support learning environments with educational software, electronic references, application software and educational games. • To integrate information technology tools into any learning environment. • To provide access to all sorts of advanced information technology tools throughout the life of each student. • To provide all students with the ability to use the right information technology tool at the right time and in the right place, contributing the a school education more inclusive. • To ensure that computer teachers use lesson plans, improve assessment tools, prepare educational materials and improve themselves. • Additionally, new developments across the world such as the limitations brought by COVID-19 pandemic have shown us.the necessity to improve teachers’ know-how in using technology in instruction because they will need it during such times.<< Implementation >>The activities implemented in the project were as follows:PR1: Curriculum & Training SchemeDESES 3(ES), with support from all partners, led this initiative. E-SCHOOL (GR) and UPT(PT) contributed to technological aspects. KOCATURK(TR) provided comments on the draft versions, key activities, milestones, and timeline, offering internal quality assessment. Each activity was coordinated by one partner, responsible for managing time and collecting data/documents.•A1: First session of Panel of Experts (Month 1) – (ALL) •A2: Desk research and round tables (Month 2): Led by Universidade Portucalense (UPT).•A3: First draft of Curriculum (Month 3): Led by DESES3, E-school, and URE.•A4: Finalization of curriculum and First Draft of the Training Scheme (Month 5) – (ALL)•A5: Final Report of the Curriculum and the Training Scheme (Month 6): DESES -3(ES), Karditsas(EL), URE(DE), and BRAINLOG(NO) collaborated.PR2: e-Learning Platform and Open Education ResourcesUPT(PT) and E-school (GR) led this activity. DESES 3(ES), KOCATURK(TR), TOROSLAR(TR), and BRAINLOG(NO) worked on theory documents. URE(DE) provided suitable templates for the e-platform. UPT and E-school used innovative technologies, creating multimedia interactive files and self-evaluation exercises.Training Content Phases:• A1: Definition of didactical framework (Month 5) • A2: Structure of modules/learning islands (regions) (Month 6) • A3: Draft of Learning Material (Month 10)• A4: Learning Material ready for integration (Month 15)• A5: Final Version of Learning Material after piloting evaluation (Month 23)E-platform Phases:• A1: System Architecture and Implementation Plan (Month 5)• A2: Server configured and Software installed (Month 6)• A3: First version of e-platform with basic activities (Month 9)• A4: Implementation of training schemes (12 Month)• A5: Draft of e-platform with educational game (Month 18)• A6: Completed version of e-platform ready for Piloting (Month 19)• A7: Finetuning after pilot sessions and Launch of the e-platform (Month 23)PR3: Educational Game DigiComplexUPT(PT) and E-school developed a web application for the educational game. The game comprised 5 levels corresponding to PR1 modules.Activities:• A1: Development of the application framework (M5-M6) - ALL• A2: Content development (M6-M12)• A3: Technical development of the application in EN (M6-M18).• A4: App Internal Test & Amendments (M17-M18) – ALL • A5: Translation into national languages (M18-M20) – ALL • A6: Pilot testing (M20-M22). Each partner tested at least one module of the educational game and e-platform.<< Results >>The DigiComplex project yielded concrete and impactful results across its key components:PR1: Curriculum & Training Scheme: development of an innovative curriculum and training scheme, providing a structured framework for educators. The curriculum comprises five distinct chapters, each addressing crucial aspects of digital education:1. Virtual Reality: Offering immersive virtual experiences for students.2. Design of Interactive Animations and 3D Modeling: Creating dynamic visual content to engage and inspire learners.3. Mobile Applications: Harnessing the power of mobile devices for interactive learning experiences.4. Principles of Gamification: Integrating game-based learning to motivate and captivate students.5. Collaborative Tools and Interactive Resources: Fostering collaborative learning environments.This comprehensive curriculum equips teachers with methodologies, learning approaches, resources, and educational games to design and implement engaging learning materials and activities.PR2: e-Learning Platform and Open Education Resources: development of an e-Learning Platform, seamlessly integrating the curriculum and training scheme into an online course. This platform empowers teachers with enhanced digital skills, preparing them for diverse educational scenarios. The curriculum, encompassing methodologies, learning approaches, resources, and educational games, is accessible on the platform. Self-assessment games enable teachers to evaluate their competencies, while open-source materials and educational games are also integrated into the platform. The platform serves as a dynamic hub for continuous learning and self-assessment.PR3: Educational Game: creation of an innovative educational game, inspired by Minecraft, designed for students aged 12 to 16. This multimedia game immerses players in a captivating digital school environment, engaging in dynamic dialogues with professors and fellow students. Aligned with crucial digital and technological concepts such as Virtual Reality, 3D Graphics, Bots and Automation, and Gamification Techniques, the game transforms learning into an interactive and enjoyable experience. The game, along with the e-platform, provides access to Open Education Resources, including textbooks, presentations, multimedia, 3D objects, constructions, and training schemes.Pilot Evaluation: pilot evaluation involving 20 teachers per country who tested all the results of the project. The positive results of the piloting phase guided the consortium in refining and modifying project outcomes based on valuable feedback. A comprehensive final report was generated, presenting comparative results from the piloting across all countries. The insights gathered contributed to the enhancement of the project's final results, ensuring their effectiveness and relevance in real-world educational settings.
