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1
Tehnoloogia ja arvutid
Day 4 - Digital transformation
LearnInn
#Ability to create and disseminate digital contents as videos, podcasts, memes, digital presentation formats etc., #Addresses the specific risks related to participants’ data safety when in digital environments, #Applies digital technologies, tools and e-learning where necessary/relevant in planning, designing, delivering and evaluating activities, #Builds on resources and opportunities from partnerships to increase quality and impact of the project, including the use of digital tools to maintain it, where appropriate
Liitu
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18 nov, 08:30
Tehnoloogia ja arvutid
LearnInn
#Applies digital technologies, tools and e-learning where necessary/relevant in planning, designing, delivering and evaluating activities, #Is comfortable with exploring and experimenting digital technologies and tools, #Knowledge about platforms, risks and benefits of using different digital tools, #Refers to relevant digital technologies, tools and related uses in non-formal learning settings
1
17 nov, 08:30
Tehnoloogia ja arvutid
LearnInn
#Is comfortable with exploring and experimenting digital technologies and tools
1
16 nov, 08:00
Tehnoloogia ja arvutid
LearnInn
#Ability to research and access relevant information, #Is aware of own digital identity and of the impact it could have on learners, #work as a team
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15 nov, 17:00
Tehnoloogia ja arvutid
Awero
#Ability to create and disseminate digital contents as videos, podcasts, memes, digital presentation formats etc., #Addresses the specific risks related to participants’ data safety when in digital environments, #Applies digital technologies, tools and e-learning where necessary/relevant in planning, designing, delivering and evaluating activities, #Builds on resources and opportunities from partnerships to increase quality and impact of the project, including the use of digital tools to maintain it, where appropriate
7
Awero
#innovate, #Choose and designing appropriate methods for collecting, interpreting and disseminating information (data, resources, findings, etc.), #Where applicable, includes the community’s needs in the programme design, #demonstrate empathy, #Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects, #Facilitates problem solving, #Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects, #Enables participants to be creative and think out of the box, #brainstorming ideas, #Openness to using different ways and methods to encourage creativity, problem solving and ‘out-of-the-box’ thinking, #Understands the impact of Artificial Intelligence on choosing learning objectives when using online platforms for learning, #innovate, #build craft prototypes, #Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects
Badgecraft käitab veebi taristut Õppimise linnade ja regioonide jaoks. Euroopa konsortsium arendab seda platvormi kaasrahastusega Euroopa Liidu programmist Erasmus+.
Platvorm
Vaheta keelt:
Co-funded by the Erasmus+ programme of the European Union
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