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<< Background >>As the needs we addressed for teachers-to learn a digital pedagogy and its integration into their subject plans-to meet and learn how to use VR in learning environments-to learn a programming language: C++-to gain the skills of preparing a project-based and digital content lesson plan: 5E model-to create animations and digital stories as materials for the school subjects to support their subjects-to comprehend the engineering design process/engineering design-based Science and Maths education -to enrich their lessons with gains from other disciplines: STEM activityAs the needs we addressed for students-to develop 21st century skills communication, creativity and intellectual curiosity, critical thinking, information and media literacy, cooperation, problem identification-formulation-solving and social responsibility skills -to be conscious about cyber security and cyberbullying-to support Math and science literacy-to improve problem solving skills-to improve creativity with animation and digital storytelling-to learn about coding-to improve foreign language skills -to form perception of European Union and citizenship<< Objectives >>Thanks to this partnership proposal, we wanted to-provide innovative and 21st century learning environments in schools for our all students of partner schools and students with fewer opportunities -make better use of digital technology for teaching and learning environment-develop relevant digital skills and competences for digital transformation -improve education systems through better data analysis and foresight << Implementation >>4 activities were implemented to achieve the objectives of the partnership-1st: Digital transformation training for educators in NL-2nd: Creating animations and digital story telling for students in TR-3rd: Lego robotics, Nao humanoid robot and 3D for students in IT-4th: Easy VR and gamification for students in ESImplemented online training or meetings on: -C++ for teachers-Cyberbullying cycle and digital security for students -Seminars on digital literacy for students-Virtual reality applications used in transportation fields<< Results >>As the concrete outputs of the project;-the project logo designed by students-the presentations created by students on Industry 4.0-the presentations created by students on cyberbullying and cyber security-the cartoons/animations designed by students on cultural heritage and climate action-the digital stories created by students powered by AI-a digital game using ScratchAs the general results; the project provided-development of key competences of both teachers and students-support digital transformation through development of digital readiness, resilience and capacity-promotion interest and excellence in science, technology, engineering, and mathematics (STEM) in order to support digital skills and competences, promoting gender equality, and preventing early school leaving and failure in education.
