A Few Words

Results

By responding to the specific needs of disadvantaged students and providing

support and resources to teach the results of the “I-TEEN” project aim to contribute to the development of key skills and improve educational opportunities for all, promoting active and aware citizenship in society through effective use of ICT and innovative teaching materials The results are available in English, Slovenian, Spanish and Italian and freely accessible.

1

E-learning Course for Students

The “E-Learning Course for Students” is one of the key results of the “I-TEEN” Erasmus+ project. This online course is specifically designed to enhance the key competences of students, with a focus on leveraging information and communication technologies (ICTs) to facilitate their learning. The primary objective of this result is to provide students with easy-to-use materials to develop and improve their key competences as defined in the Reference Framework of Key Competences (2007). 

These competences encompass skills such as communication, digital literacy, problem-solving, and more, all of which are crucial for personal growth and active citizenship. Incorporating everyday life episodes and situations into the course structure is an effective and engaging approach to stimulate the development of key competences in students. This approach aligns with real-life experiences and allows students to relate their learning to practical situations they encounter regularly, such as interactions with family and friends. 

 

2

I-Teen European Web Resource Center

The primary objective of this result is to create a user-friendly and accessible online platform that serves as a repository for all the project’s educational resources. It is intended to facilitate easy access to learning materials, making them available to students and teachers across Europe.  The platform offers different levels of access for students and teachers. Students can access the course content, while teachers may have additional privileges, such as the ability to access teacher-specific resources.

The platform is freely accessible to users, eliminating any financial barriers to entry. This ensures that students and teachers, regardless of their economic background, can benefit from the project’s resources. 

3

Training Toolkit for Teachers

This toolkit is designed to provide educators with easily accessible and practical resources to enhance their teaching methods and facilitate the development of students’ abilities to act in real-life contexts and solve practical problems. Similar to Result 1, this toolkit also adopts an everyday life structure and leverages information and communication technologies (ICTs).

The primary objective of this result is to equip teachers with a comprehensive and user-friendly toolkit that contains methodological guidelines and practical activities. Teachers have the flexibility to adapt the materials and activities to suit their specific classroom and student needs. The toolkit provides a foundation for creative teaching while maintaining a focus on practicality.

 

4

Role Game For Students

This result introduces a dynamic and interactive educational activity that involves students in immersive role-playing scenarios. The primary objective of this result is to engage students in active learning experiences by immersing them in role-playing scenarios. Through these scenarios, students can apply their knowledge and key competences in real-life contexts and develop problem-solving and decision-making skills. The role game is centered around students, allowing them to take on specific roles or characters and encourages active participation and engagement.

The role game can be integrated into the curriculum to complement traditional teaching methods. It serves as a hands-on, experiential learning opportunity that enhances the overall educational experience.

Let's Talk