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The logic of digital technologies
Start date: May 1, 2016, End date: Oct 31, 2016 PROJECT  FINISHED 

This KA1 project will take the form of a youth training on the topic of digital technologies. It will involve 5 participating countries, all of which have extensive experience in either youth work, or formal/non formal teaching on digital technologies. Overall, 15 youth workers will take part in this training.The motivation for this project stems from the belief that digital technologies yield an enormous pedagogical potential, and, therefore, that youth workers' professional practices can improve considerably through integration of activities revolving around these topics. This new approach can notably help youth workers reach a wider portion of local youngsters and respond more exhaustively to their needs.Through this training we aim to:- exchange on youth workers' educational practices on computer science and related disciplines to improve the quality of youth work on these topics;- provide participants with effective and innovative tools and methods for the non-formal teaching of computer science and related disciplines;- motivate youth workers to fuel the development of or cooperate with new realities such as fablabs in their own countries, in order to contribute to the dissemination of digital and media culture, and to inject novelty in their activities with youngsters.The main activities which are planned to take place are the following:- an introduction to the discipline of deductive logic. This will prepare participants for subsequent activities. In fact, as a matter of fact, computer programming employs the very same vocabulary of deductive logic, and it also relies heavily on the latter. In this module, participants will exchange on their professional practices concerning the non-formal teaching of deductive reasoning, and will produce ready-to-use intellectual outputs on the topic of deductive logic. The pedagogical support for this activity will include common board games such as mastermind and battleship. - an immersion into computer programming via visual languages. At a later stage of this module, participants will employ knowledge of coding to produce interactive electronic objects. All softwares and hardware used for this activity will be open source, which means that participants will easily be able to get hold of them and use them in their own professional settings. By the end of this module, participants will produce a pedagogical output for the non-formal teaching of computer programming to youngsters. This may consist in a document specifying means and manners of approaching the topic with youngsters, or an activity/game equipping the user with knowledge of computer coding and/or electronics.- visiting a fablab. A fablab is a place for digital fabrication open to the general public. Participants will exchange with the fablab personnel on the values and philosophy of fablabs as well as on their educational import for youngsters, and people in general. The results envisaged can be summed up as follows:- participants will produce ready-to-use pedagogical outputs to initiate or continue activities with youth on the topic of digital technologies;- participants will master the topics of the training to such a degree as to be able to transfer knowledge and skills acquired during this training to their entourage, in view of improving the general quality of youth work in their local, national settings.The longer term benefits we expect to witness by implementing this project are the following:- the versatile and transferable skills participants will acquire as a result of this training shall be conducive to the opening of professional possibilities in the domain of digital fabrication; - through quality work on digital technologies, youth workers will motivate youngsters from all sorts of background to take up studies in engineering, mathematics, computer science, and science; - the development of cooperation between non profit educational organizations and places for digital fabrication in view of expanding digital literacy and culture, and modernizing professional practices within non profit organizations.
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