DigiComConsumer - Integrating Digital Competence for Consumers in secondary education through Digital Games Based Learning co creation approach
Overview
The ERASMUS+ project DigiComConsumer aims to provide practical solutions for the introduction of digital consumer education into school curricula based on the 'Digital Literacy Framework for Consumers'.
The project objectives are:
- Providing up-to-date training for teachers that encourages them to integrate and effectively use digital learning technologies and apply didactic practices (learning by design, learning by exploration, problem-based learning).
- Training teachers to act as orchestrators and facilitators of learning in the introduction of collaborative and innovative practices in the field of consumer education.
- Promote students as co-creators of the learning process.
- Develop and implement teaching scenarios in European schools.
- Promote digital tools for self-assessment and peer assessment.
The project will have a direct and indirect impact on the following target groups:
- secondary school students aged 14-16
- academy, schools, teachers, activities
Objective
The ERASMUS+ project DigiComConsumer aims to provide practical solutions for the introduction of digital consumer education into school curricula based on the 'Digital Literacy Framework for Consumers'.
The project objectives are:
- Provide up-to-date training for teachers that encourages them to integrate and effectively use digital learning technologies and apply didactic practices (learning by creating, learning by exploring, problem-based learning)
- Training teachers to act as orchestrators and facilitators of learning in the introduction of collaborative and innovative practices in the field of consumer education
- Enhancing students as co-creators of the learning process
- Developing and implementing teaching scenarios in European schools
- Promote digital tools for self-assessment and peer assessment
A teacher's guide, didactic scenarios, 24 modules for open / online / digital education in the form of e-learning courses / modules, a Moodle platform and a self-assessment tool with methods and guidelines as an assessment method will be designed.
Key Facts
- Grant Number:
- 2021-1-BG01-KA220-SCH-000027951
- Research profile area:
- Transformation and Education
- Project duration:
- 11/2021 - 10/2023
- Contribution to sustainability:
- Quality Education
- Funded by:
- EU
- Website:
-
Homepage
More Information
Results
The project will develop: - training material for teachers, - support material for teachers, - teaching/learning material for implementation in schools in the specific area 1 “Before buying” based on the descriptors for knowledge, skills and attitudes, - assessment tools. O1 Teachers' guide - Digital literacy for consumers Including: a) Digicomp for consumers as a short description b) Teachers as orchestrators and facilitators c) Students as co-designers d) Didactic strategies e) Examples of didactic scenarios f) Why, what and how are students assessed? Output type: Learning/teaching/training material - Handbook/manual/guide. O2 A1 DCC - Didactic scenarios “pre-purchase”, consisting of 24 modules -open/online/digital education - e-learning course/module. O2 A2 DCC Moodle platform services/structures - e-learning platform O3 DCC Self-assessment tool methods/guidelines - assessment method and tools