GreenScent - Smart Citizen Education for a Green Future – aims to educate and empower the people of Europe to change their behaviour towards the environment by fostering empathy for the planet. In this context, the project provides practical information and guidelines for the implementation of GreenSCENT Competence Framework in educational programmes and training schemes; Use cases: demonstration of how GreenSCENT Competence Framework has been implemented in various learning activities; GreenSCENT ToolBox: a series of physical, digital and hybrid demonstrators and training kits, allowing to conduct practical and collaborative experiments in the classroom and/or involving citizens. 1/1/2022 - 31/12/2024
The Surrounded by Science (SbS) project develops and applies a systematic assessment methodology to analyze the impact of out-of-school science-related activities on a person’s science proficiency. Through a series of field studies and the use of innovative research instruments, the project contributes to a better understanding of how the outcomes of such activities may relate to, and complement, the outcomes of formal science education. In this way, science organizations and science educators are helped to design more effective, targeted, and meaningful learning activities, and foundations are laid for the effective integration and accreditation of informal and formal science education. 1/10/2021 - 30/9/2024
The RAYUELA project aims to empower and educate young people (children and teenagers primarily) in the benefits, risks and threats intrinsically linked to the use of the Internet by playing, thus preventing and mitigating cybercriminal behaviour. The internet has become an integral part of children and young peopleΆs lives. The increased time spent online is prompting questions about whether they are in control of their internet usage. RAYUELAΆs main goal is to understand the drivers and human factors affecting certain relevant ways of cyber criminality, as well as empower and educate young people on them. The project will develop and test a serious game as its main vehicle to educate young learners on cyber safety. RAYUELAΆs serious game will be a multiplatform and multi-language unity game with interactive storylines. It will offer an immersive experience to young players, educating them on the importance of keeping safe online and acting as an enabler and amplifier of the preliminary findings on potential victims and offenders, in order to extract quality data to feed RAYUELAΆs algorithms for detailed profiling and pattern identification. For more info, please visit https://www.rayuela-h2020.eu/. 1/10/2020 - 30/9/2023
The Schools as Living Labs (SALL) project proposes a flexible living lab methodology as a way to develop student-centred open schooling activities. The methodology has been co-created through systematic collaboration with the community of stakeholders, building on existing knowledge and best practices. It has been applied in real-life educational settings in more than 400 schools in 10 countries, and the resulting activities and their impact have been studied closely. The experiences and evidence gained have prepared the ground for sustainable living-lab-based open schooling activities in Europe’s schools, through strong community building, dissemination and communication activities, as well as impactful policy-oriented interventions. 1/9/2020 - 31/8/2023
The FoodSHIFT2030 project is leading an ambitious citizen-driven transition of the European food system towards a low carbon, circular future, including a shift to less meat and more plant-based diets. The FoodSHIFT2030 approach focuses on supporting innovation towards a fast transition of the European food system by 2030, which is necessary in order to address the pressing challenges for food and nutrition security, contribute to the EU commitment of reducing GHG emissions by at least 40% by 2030, and revitalize urban-rural linkages and partnerships to secure the achievement of the UN Sustainable Development Goals (SDGs) by 2030. 1/1/2020 - 31/12/2023
The REINFORCE project (Research Infrastructures FOR Citizens in Europe) aims to engage and support citizens to cooperate with researchers and actively contribute in the development of new knowledge for the needs of science and society. It is a Research & Innovation Project, supported by the European UnionΆs Horizon 2020 SWAFS “Science with and for Society” work programme. The project creates a series of cutting-edge citizen science projects on frontier Physics research, with citizen scientists making a genuine and valued contribution to managing the data avalanche. More than 100,000 citizens will be engaged in the research done in Large Research Infrastructures through a participatory design methodology that will take into account the special characteristics of different target groups, their barriers and constraints, their perceptions and biases and their attitudes and knowledge regarding science. They will use real and simulated data for analysis, simple affordable detectors and instrumentation to measure properties of objects such as cosmic rays, providing among others their contributions in large infrastructure site specific parameters such as environmental impacts and noise. Furthermore, through the use of open data as with dedicated training activities on their use and analysis, citizens will be able to perform their own inquiries, guided and supported by the REINFORCE experts. 1/12/2019 - 30/11/2022
The goal of 5G-TOURS is to get the European 5G Vision of “5G empowering vertical industries” closer to commercial deployment with highly innovative use cases involving cross-industry partnerships. 5G-TOURS aims to demonstrate the ability of 5G to support multiple vertical use cases concurrently on the same infrastructure. 5G-TOURS vision is to improve the life in the city for the students, the citizens and the tourists, making life in the city more attractive and safer for everybody. 1/6/2019 - 31/7/2022
FIT4FOOD2030 supports the urgently needed transformation of research and innovation (R&I) on Food and Nutrition Security (FNS) in Europe. This transformation is needed to future-proof the European food systems: to make them more sustainable and resilient, and to find solutions for the many food-related challenges Europe is facing, including hunger, malnutrition, obesity, climate change, scarce resources, and waste. To achieve that, FIT4FOOD2030 will create a sustainable, multi-stakeholder platform, mobilising a wide variety of stakeholders at the level of cities, regions, countries, and Europe. Recognising the evolving nature of the FOOD 2030 policy framework, the project activities will be flexible, responsive, inclusive, efficient, innovative, value-adding and supportive to the FOOD 2030 policy framework of the European Commission Directorate General for Research & Innovation (DG RTD). ΕΑ is the coordinator of the Athens City Lab. FIT4FOOD2030 is a ΅Coordination and Support ActionΆ funded by the European UnionΆs Horizon 2020 research and innovation programme. 1/11/2017 - 1/11/2020
The Open Schools for Open Societies (www.openschools.eu) initiative aims to facilitate the transformation of schools into open, innovative and democratic ecosystems, acting as shared hubs of science learning and knowledge transfer and using as vehicles student-lead STEAM projects that address local and/or world challenges with an emphasis on social responsibility and change. OSOS is working with a network of 1000 schools, 2000 teachers and 10000 students across Europe and beyond. OSOS offers an array of community building and content co-creation and delivery tools to students and teachers, as well as a set of designated science best practices, the OSOS Accelerators, that can be used and adapted for the purposes of student-lead school science projects focusing on local needs. 1/4/2017 - 30/3/2020
iMuSciCA will support mastery of core academic content on STEM subjects (Physics, Geometry, Mathematics, and Technology) for secondary school students (aged 12-16) through engagement in music activities alongside with the development of their creativity and deeper learning skills. To reach this goal, iMuSciCA introduces new methodologies and innovative technologies supporting active, discovery-based, collaborative, personalised, and more engaging learning. iMuSciCA will deliver a suite of software tools and services on top of market-ready new enabling technologies integrated on a web-based platform. These include: a 3D design environment for personalized virtual musical instruments; advanced music generation and processing technologies to apply and interpret related physics and mathematics principles; gesture and pen-enabled multimodal interaction functionality for music co-creation and performance; and 3D printing for realizing the actual/tangible physical instrument. The platform will be complemented with a suite of interdisciplinary project/problem based educational scenarios for STEAM integrating innovative and stimulating methods in teaching and learning. The iMuSciCA framework will be pilot-tested and evaluated in real learning contexts by a substantial number of students and teachers in three European countries (Belgium, Greece, and France). The project will be implemented in close collaboration of academic and industrial partners, bringing together existing technologies and promoting ground-breaking research in STEAM pedagogy and the involved core enabling technology. As such, iMuSciCA will be a pioneering approach using music for fostering creativity and deeper learning, thereby setting new grounds in the European curricula of STEAM. 1/1/2017 - 30/6/2019
Next-Lab intends to change the educational landscape of science and technology education in Europe on a very large scale. The project offers a unique and extensive collection of interactive online (virtual and remote) laboratories that, through a process of mixing and re-use, can be straightforwardly and efficiently combined with dedicated support tools (learning apps) and multimedia material to truly form open, cloud-based, shareable educational resources with an embedded pedagogical structure. Next-Lab offers extensive opportunities for localisation and personalisation together with analytics facilities monitoring studentsΆ progress and achievements. Next-Lab is designed to rely on full co-creation with users in combination with rapid development and testing cycles. Next-Lab will cover secondary and primary education, to ensure an early positive attitude towards science and technology and the continuous availability of innovative learning material throughout students' school career. To guarantee long-term impact, Next-Lab also addresses the teachers of the future by its presence in pre-service teacher training programs throughout Europe. 1/1/2017 - 31/12/2019
Stories of Tomorrow was conceived as a project to a) present storytelling, that enjoys a very long tradition in human history, as a catalyst for the effective interaction between art and STEM disciplines which share similar values, similar themes and similar characteristics towards promoting students' Deeper Learning, b) present a new vision for teaching outlining strategies for how teachers' roles and conditions can support and enable deeper learning for students and c) to support and facilitate the aforementioned approaches with meaningful digital technologies, such as advanced interfaces, learning analytics, visualization dashboards and Augmented/Virtual reality applications. In the heart of this projects lies the vision for integrated curricula and deeper learning outcomes. The project will offer these innovations through a single environment, the STORIES Storytelling Platform which will be the place for students' artistic expression and scientific inquiry at the same time. The creations of the students (paintings, models, dioramas and constructions, 3D objects and landscapes, animations, science videos and science theatre plays) will be captured and integrated in the form of interactive ebooks. The STORIES technical team will design advanced interfaces in which students will be able to augment characters, buildings, greenhouses and different 3D geometrical structures on a tablet or their computer and inspect their work using a mobile device. The outcome of their work will be detected and tracked, and the video stream is augmented with an animated 3D version of the character or the artefact. The platform will be tested in real settings in Germany, Greece, Portugal, France, Finland and Japan, involving 60 teachers and 3000 students (5th and 6th grade). To achieve this, the proposed project is developing an innovative cooperation between creative industries and electronic publishing, educational research institutions in the field of STEM, schools and informal learning centres. The consortium includes 15 partners from Europe, USA, Japan and Australia. 1/1/2017 - 30/6/2019
Childhood and adolescent obesity is a major global and European public health problem. Currently, public actions are detached from local needs, mostly including indiscriminate blanket policies and single-element strategies, limiting their efficacy and effectiveness. The need for community-targeted actions has long been obvious, but the lack of monitoring and evaluation framework and the methodological inability to objectively quantify the local community characteristics, in a reasonable timeframe, has hindered that. Fortunately, technological achievements in mobile and wearable electronics and Big Data infrastructures allow the engagement of European citizens in the data collection process, allowing us to reshape policies at a regional, national and European level. In BigO, that will be facilitated through the development of a platform, allowing the quantification of behavioural community patterns through Big Data provided by wearables and eHealth- devices. During the project, BigO will reach out to more than 25.000 school and age-matched obese children and adolescents as sources for community data. Comprehensive models of the obesity prevalence dependence matrix will be created, allowing, for the first time the data-driven effectiveness predictions about specific policies on a community and the real-time monitoring of the population response, supported by powerful real-time data visualisations. In short, BigO will provide an innovative new suite, allowing the Public Health Authorities to evaluate their communities based on their obesity prevalence risk and to take local action, based on objective evidence. 1/12/2016 - 31/12/2020
The ENVISAGE project aims to optimize learning and teaching with the use of online virtual labs, by utilizing mature game analytics knowhow in order to introduce enhanced learning analytics functionalities in the processes of using as well as designing educational online virtual labs. 1/10/2016 - 30/9/2018
The GAIA project aims to raise energy consumption awareness in the educational community and improve energy efficiency behavior in school buildings. Using equipment including various sensors and meters, the project collects data from the school building and its environment. Appropriate digital applications provide this data to teachers and students so that they can use it in the implementation of playful learning activities. 1/2/2016 - 31/1/2019
The project aims to bring the excitement and curiosity emanating from the European Research Council¶s -funded research to the general public in a form of a set of attractive and intriguing activities and events. Over the course of the project, 6 selected scientific themes will be selected, the content of which will be conveyed to the public by means of live-science experience, debates, games, experiments, demonstrations and public events. the campaign will communicate the cutting-edge ERC-funded research projects and results to the public with the intention of capturing people¶s imagination and curiosity in the frontier research that is being conducted. Nonetheless, the general public is only one segment of a broad target audience the project targets. Students, researchers, business leaders and entrepreneurs, science journalists and EU & national policy makers all add to the vast audience of the ScienceSquared project. The project is lead by Science I Business. 1/10/2015 - 31/3/2019
Sparks is an ambitious engagement project on the topic of technology shifts in health and medicine. Its aim is to raise awareness and communicate the concept of Responsible Research and Innovation (RRI) to Europeans in 29 countries. Sparks will organise an interactive touring exhibition and 230 innovative participatory activities such as science cafés, pop-up science shops, incubation activities and scenario workshops. Creative disruptions —in the form of artistic inputs and questioning— will help it to engage more stakeholders. The project will also have a learning and policy component. Data will be gathered from visitors of the exhibition in order to further build the capacity of science actors and policy makers to promote RRI and better understand society¶s vision, interests and readiness concerning RRI in health. It is estimated that over 1 million individuals could directly benefit from the project by visiting the exhibition and or/taking part in its participatory activities. 1/7/2015 - 30/6/2018
EU Space Awareness (EUSPACE-AWE) will use the excitement of space to attract young people into science and technology and stimulate European and global citizenship. The project will show children and teenagers the opportunities offered by space science and engineering and inspire primary-school children when their curiosity is high and their value systems are being formed. Activities will include teacher training, the development and distribution of educational resources and high-impact events for teachers at the European Parliament. EUSPACE-AWE will exploit extensive European networks of schools and science museums to reach teachers, schools and the general public and will work closely with the European Space Agency. Particular attention will be paid to stimulating interest amongst girls and ethnic minorities and reaching children in underprivileged communities, where most talent is wasted. 1/3/2015 - 28/2/2018
The ProsocialLearn project aims at establishing a new market for digital games which can help children acquire prosocial skills necessary for positive relationships, team working, trustworthiness and emotional intelligence. 1/1/2015 - 31/12/2017
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Schoolbooks for the Ministry
Teachers of Ellinogermaniki Agogi have authored the official schoolbooks for Science in the 5th and 6th Grade of Primary School, and for German in High School. συνέχεια
Premises
In school year 2006-2007, state-of-the-art, high-standard new school premises for all levels of education started their operation in Pallini. συνέχεια
Εξετάσεις γερμανικής γλώσσας
Διεξαγωγή εξετάσεων FIT 1 και FIT 2 του Ινστιτούτου Goethe στην Ελληνογερμανική Αγωγή. συνέχεια