Acquisition of Innovative Teaching Methods

Edu-Tech
EU Programme: Erasmus+ KA2: Strategic Partnerships for Adult Education
Reference: 2020-1-ES01-KA204-082180
Start date: 01/10/2020
End date: 20/11/2022

Digital progress has ushered in a new era in which low-skilled adults tend to be left behind or fall into technological “traps” that younger generations born “engulfed” with technology can easily avoid.

Digital illiteracy poses several obstacles for adults, whether in their everyday lives or in their work and social environment. In addition, it is widely recognized that adults tend to avoid this educational process, as it is often –but wrongly- believed that the time for “attending school” has long passed.

However, a significant number of people is taking the first steps to revert this situation: Edu-Tech Project goes into the direction of facilitating and improving adult learners’ skills.

  • To empowerment of adult learners throughout innovative didactical methods.
  • To merge the divide between adult and younger generations on digital competences and skills.
  • To promote innovative didactic methodologies in adult education.
  • LTTA 1 (Learning Teaching Training Activities) on Game based learning and Critical thinking and information filtering > local workshop of transmission of competences/dissemination.
  • LTTA 2 (Learning Teaching Training Activities) on Augmented Reality in the Classroom > local workshop of transmission of competences/dissemination.
  • Skill-sets for Adult educators on Game based learning activities;
  • Skill-sets for Adult educators on Augmented Reality.

Results

  • Promoted high quality, inclusive digital education and awareness on new digital tools and methods.
  • Raised target group’s professional and digital competences in using digital resources;
  • Developed target group’s several different skillsets and mastering digital tools for improving their understanding and use of IT instruments.

Co-experts

  • Trainers in adult education who can exchange ideas, gain experience and improve their skills, Educators; Teachers.
  • Adult Education Stakeholders who will make use of the augmented skill-set of the Trainers.
  • Adults learnerseager to learn and keep abreast of 21st century skills.

Partnership

Aydın Education,Culture and Art Association (Turkey)

Keywords

Digital Literacy, Empowerment, Adult Education; Digitalisation, Augmented Reality, Innovative Approaches, Game Learning Activities.

Co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union. The European Union cannot be held responsible for them.