Able activity Based Learning and Entertainment: Lifelong Learning Challenges in the Digital Age



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The project targeted young generation that is familiar with IT and new technologies but lacking the knowledge of how to use them in their studies and professional lives; highly qualified professionals, raised in the pre-digital age and who need to adapt to the latest technologies; disadvantaged people perceiving a chance for social inclusion in using and implementing new technologies to support their professional life and educational institutions; Moreover, IT tool developers will also contribute by providing guidelines based on study visits and brainstorming sessions.

 

The partnership organized transnational meetings such as seminars and workshops focusing on different thematic areas of new technologies in Vocational Education and Training (VET). The project aims to promote e-learning, re-viewing the traditional educational models for digital generation workforce by incorporating entertaining ICT tools into VET. It encourages trainers and educators to review  teaching and training methods by switching focus from traditional to innovative methods as well as expanding from e-learning to m-learning, gaming and simulation. Thanks to the multinational aspect of the partnership each participant had the opportunity to discover what is being done in different European countries on this subject as they exchanged their experiences and ideas, giving them the opportunity to experience new potential ways of distributing educational content. This report provides evidence from Partner countries in Italy, Turkey, Poland, Austria, Portugal, Bulgaria and UK. Details of each participatin institution can be found in Appendix A.

  






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