Tokante
Playlistnan
Sign up

60activities

1
17 lap, 08:30
Technology and computers
Day 2 Digitalisation of youth work and strategies
LearnInn
#Is comfortable with exploring and experimenting digital technologies and tools
Djòin
1
16 lap, 08:00
Technology and computers
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
1
1
15 lap, 17:00
Technology and computers
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
Technology and computers
Awero
#Understands the impact of Artificial Intelligence on choosing learning objectives when using online platforms for learning, #innovate
1
Creativity and design
Awero
#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
Badgecraft ta fasilitá e plataforma akí i ta desaroy'é huntu ku organishonnan líder den edukashon. E programa Erasmus+ di Union Europeo a ko-finansiá kreashon di e promé vershon di e plataforma akí. Tuma kontakto ku support@badgecraft.eu.
Plataforma
Kambia pa otro idioma:
Ko-finansiá pa e programa di Erasmus+ di Union Europeo
KasMapaAktividatPlaylistnan