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61activities

1
18 nov, 08:30
Teknologi og datamaskiner
Day 3 Digital tools and wellbeing
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
Delta
1
17 nov, 08:30
Teknologi og datamaskiner
LearnInn
#Is comfortable with exploring and experimenting digital technologies and tools
1
16 nov, 08:00
Teknologi og datamaskiner
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
1
1
1
1
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1
15 nov, 17:00
Teknologi og datamaskiner
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
1
Teknologi og datamaskiner
Awero
#Understands the impact of Artificial Intelligence on choosing learning objectives when using online platforms for learning, #innovate
Badgecraft driver denne plattformen og utvikler den sammen med ledende utdanningsorganisasjoner. EUs Erasmus Plus-program har delfinansiert utviklingen av den første versjonen av denne plattformen. Kontakt support@badgecraft.eu.
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