We have developed many live events in the etwining platform to share our formation
This activity developed by the IES Playamar within the activities of the «Code Week» for the students of the computer science cycle that participate in the Etwinning GBPE and UIPEC projects. The Activity consists of a workshop to develop a Database with Libre Office from Scratch. The activity is in Spanish and is open to anyone who is interested in it.
9 May, It’s a very important date . This day is the anniversary of the Schuman Declaration, the founding act of the European Union and one of the most important and Positive Events of XX Century . Our students must know and this is the reason of this event 🙂 We will Celebrate with many activities … we will make a Brainstorming to improve Europe , a 3d Workshop to create the symbols of europe and print them and others.
Activities related to the UIPEC Erasmus+ project “Using ICTs to preserve European Craftsmanship” • A18: 3D Printing Technologies. • A19: Software to design. • A20: FDM printing. (workshop to make a print) • A21: Materials for 3D printing. () • A22: Workflow: From design to 3D printing. • A23: Post-processing after 3D printing
This Workshop UIPEC- GBPE App-inventor Programming is part of an presential workshop of the C4 Mobility GBPE Erasmus+ Project organized by IES Playamar in Torremolinos ( Spain ) This event will be retransmited online for all those who are interested in the mobile programming using APP Inventor
This workshop is made as one of the ICT formation actitivities part of the C4 Spain UIPEC GBPE Mobility of the GBPE “ Girls & Boys are Programming in Europe” Erasmus+ project . 2019-1-CZ01-KA229-061282-1 Erasmus +”. This activity will be also considered as part of a synergy activity for a Virtual Mobility of the UIPEC Erasmus+ Project 2019-1-ES01-KA219-065673 “Using ITC to Preserve European Crafts” . This Workshop has been imparted By Alfonso Ballesteros from IES Playamar. Everyone who is interested is Welcome ¡¡¡ Machine learning is one of the most innovative systems to implement the AI (Artificial Intelligence). This is a very hard subject to study , as it is based in the simulation the behaviour of neural cells of the humans. This technology is responsible to recognize faces, natural language and many others things of the actual IT world. This a so important programming subject that several platforms has created models which can be used by students to start this learning
This Erasmus Project has set up its 6 Mobilities as European congress to develop all the objetives, activities and Final products. Due to Covid restrictions to travel and local matters this has been a very difficult to manage and we have to make changes in the original planification as can be seen in the Down calendar.
Spain Teachers 04-11-2019
Mandatory Activities by Project BLOCK II (ENTREPRENEURSHIP)
A0: Working group in eTwinning.
A1: Official presentation of the project to stakeholders.
A2: Platforms for effective and secure communication: Twinspace.
A3: Problem Based Learning with Google classroom tools.
A4: Project Based Learning (PBL).
A5: Cooperative learning and inclusive methodologies.
A6: Dimensions and applications of emotional intelligence.
More info : http://eucrafts.eu/c1-spain/
7 Students & 2 Teachers (24-28)-02-2020
Mandatory Activities by Project BLOCK II (ENTREPRENEURSHIP):
A7: Connection between competencies in schools and the world of work.
A8: Women artisan entrepreneurs.
A9: CANVAS model in crafts.
A10: Financial education for crafts.
A11: Marketing 3.0 in crafts
Originaly September 2021 –> Moved to September 2022
2 Teachers & 2-3 additional students for students Host schools *
11-09-2021 – 18-09-2021 –
Mandatory Activities by Project BLOCK V (VIRTUAL REALITY)
A24: Virtual Reality (VR) and Digital citizenship.
A25: Innovation and entrepreneurship with VR.
A26: VR applications to crafts.
A27: Craft in virtual games (minecraft).
A28: Neotelling with “App inventor”.
A29: Advanced Photoshop to promote crafts.
Originaly April 2021 –> Moved to April 2022
2 Teachers & 3 additional students for students Host schools *
Mandatory Activities by Project : BLOCK IV (3D PRINTING)
A18: 3D Printing Technologies.
A19: Software to design.
A20: FDM printing.
A21: Materials for 3D printing.
A22: Workflow: From design to 3D printing.
A23: Postprocessed after 3D printing
Originaly April 2021 –> Moved to April 2022
7 Students & 2 Teachers
Mandatory Activities by Project BLOCK III (HANDCRAFT)
A12: Visual Thinking.
A13: Craft as a cultural industry.
A14: Design as a transmission of culture.
A15: Psychology of color and visual codes.
A16: Historical milestones in European crafts.
A17: Crafts in traditional gastronomy.
Originaly May 2020 –> Moved to October 2020 –> Moved to April 2022
7 Students & 2 Teachers
Mandatory Activities by Project BLOCK VI (NETWORKS AND FINAL PRODUCTS)
A30: Wayfinding: a window to creativity.
A31: Create collaborative networks with the artisanal sector.
A32: Videographic exhibition of ancestral trades in Europe.
A33: Handicraft Students Entrerprises mini-fair.
A34: Official presentation of final products.
Three of the six school have developed additional activities in a another common project GBPE
This Mobility C3 in Portugal, has been configurated as the 3nd European Congress: “Programing, Entreprenurship Art & Crafts ” of the Project GBPE with activities for UIPEC project.
This Shared Mobility GBPE C4 Spain , has been configurated as the 4th European Congress: “Innovative tools For ICT Learning” As 3 of the 5 patners (Spain, Iceland & Czech Republic ) of the project are part of the UIPEC Project, which has some commons objetives, we have created some activities which are helpfull to both projects.
We have set up 6 main objetives for this project. (updated with the implementations of the objetives)
1) Create a virtual museum with craft trades in Europe to contribute to conserving European cultural heritage, enhancing its value and guaranteeing its transmission to future generations.
We will work with the students and teachers using the Etwinning project to make the collaborations between students in differents countries. The result has been a website with information about many crafts in europe the Product A44 : museum.eucrafts.eu
2) Develop an app with “App inventor” that collects the artisan trades that are at risk of disappearing in Europe.
Students & Teachers will collaborate to create an app with this information using a Etwinning project to improve the collaboration between students. This product can be downloaded in this link http://eucrafts.eu/a43-app-with-trades-at-risk-getting-lost/
3) Promote employability and youth entrepreneurship in the craft sector, based on the opportunities offered by new technologies, in order to attract young people to these trades in a way that guarantees their continuity.
This objetive will be developed in several final products. Economics & ITC Teachers will create an exelearning didactics units to improve the entrepreneurship in relation with crafts. It will be translated to many languages of the project. This Didactic units can be downloaded in this link http://eucrafts.eu/a38-enterpreneurship-didactic-units-final-product/
4) Build an online collaborative network that connects schools with the artisan productive fabric.
We have work this in several ways the main one has been a database of collaborating schools, organizations and crafters who had participated in the project we have explicited this collaboration in website and Infography that has been sent to all participants . Can be checked here https://eucrafts.eu/a44-collaboration-network/
Other way to implement this collaboration has been with the use of the A0: Etwinning Channel which was awarded in some countries with the quality label.
5) Design and apply innovative educational practices that make learning relevant and facilitate the acquisition of key skills by students.
In one hand, We have developed more than 143 formative actions during and between the movilities that can be checked here http://eucrafts.eu/wp-content/uploads/2022/06/Multiplicity-Events-Activities-2.pdf
This practices have been developed in sinergy with many local educational projects.
In the other hand, students have created Innovative materials like the creation of the A37 Online Radio with interviews of the students about their crafts. https://soundcloud.com/eucrafts-erasmus or our online video channel https://www.youtube.com/channel/UCE018dqU6tmdVou4QdGmuFw/videos
6) Development of a board game with 3D printing to eliminate gender stereotypes in access to these ancestral trades
This Product has been planned a crafts Trivial andi it was developed in many phases, first with the creation of an Etwinning Activity where students could send the questions & secondly with the creation of the 3d pieces & instructions and finally the global translation to each language. A copy of each game was printed by czech team and a tournament was made last day. It can be downloaded here. http://eucrafts.eu/a41-board-game/
vative entrepreneurship methodologies like SWOT, Canvas model, design thinking in many workshops which were implemented in the Activity A33 Mini-Companies Fair where students mixed them.
This “A43: App with trades at risk getting lost” is one of the final products created in our project. It was made colectively by the students and teachers of each country.
Download Here: UIPECEuropeanCrafts
It can be downloaded here now you have to grant special permissions to your mobile phone to install it
Tutorial to install it here :
This website about the UIPEC Erasmus plus project and its UIPEC Erasmus plus risked crafts app.
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