History and Technology in 5th Grade: Hagia Sophia with mosaics and figures
In this presentation, you will watch an original interdisciplinary activity of the 5th grade, regarding the chapter referring to Hagia Sophia and how the combination and utilization, at a collaborative level, of the Computer Science and History lessons was achieved.
Utilization of Artificial Intelligence tools for the production of interactive content: experience from applications in Primary and Secondary Education
The capabilities offered by GenAI tools allow teachers to develop interactive digital content, tailored to the needs of their students, in a minimum of time. In the presentation, we will explore how artificial intelligence tools can enhance teaching in elementary schools, enhancing active participation and creativity in the classroom. Through practical demonstrations and examples, teachers will learn how to design and adapt digital educational materials that respond to the specific needs of each student. In addition, techniques for optimizing the created content will be presented, with the aim of improving the learning process. The presentation aims to inspire and equip teachers with modern tools, enhancing their innovative and interactive approach to teaching.
Introduction to Artificial Intelligence in simple terms for 10-12 year old students
An educational scenario that aims to introduce 10-12 year old students to the basic concepts of Artificial Intelligence (AI). It combines theory and practice through interactive activities, aiming to understand concepts such as supervised and unsupervised learning. You can use it as is or as a guide or adapt it to the needs of your class, encouraging participation and creative thinking. It provides assessment and self-assessment tools that help monitor student progress. The goal is to smoothly introduce children to the world of AI in a fun and effective way.
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The Reading Coach and learning accelerators in the elementary school classroom
The challenges of the modern era require an innovative approach to the field of reading in the classroom. The presentation will highlight the possibilities of utilizing learning accelerators (insights, reflect, flip, immersive reader, reading progress, speaking progress, search progress). Particular emphasis will be given to the Reading Coach tool with application in the Greek language lesson.
Debate, Impersonate, Tutor... three Artificial Intelligence applications useful for elementary school children
Artificial Intelligence is transforming education, offering personalized learning and interactive tools that enhance teaching, while also enabling students to learn at their own pace, taking into account their personal needs. In this presentation, we will show you three innovative applications that we designed to make our teaching more interactive and creative. “Debate” is an application that enhances critical thinking, helps children argue and express their opinions through virtual confrontations. “Impersonate” is an interactive tool that allows students to converse with historical figures or characters, “bringing” the lesson to life. “Tutor” is a tool that offers support and guidance in solving tasks. The presentation is mainly aimed at Primary Education Teachers to learn how they can integrate Artificial Intelligence into their teaching, but also at Directors and Education Executives to examine how Artificial Intelligence applications can improve the educational environment.
Integrating Data Science into STEAM Education in the Age of Artificial Intelligence: Preparing Citizens for the Digital Society
The rapid increase in the availability of data, as a result of the spread of digital technologies and developments in artificial intelligence (AI), has created unprecedented possibilities for extracting knowledge in a wide range of scientific and social fields. Data science, as an interdisciplinary field that focuses on the analysis and exploitation of data, is a crucial tool for understanding and addressing modern social challenges, such as climate change and social inequalities. However, as the COVID-19 pandemic has highlighted, free access to data without the necessary training in their analysis and interpretation can lead to wrong decisions with serious social consequences. Research shows that a large percentage of secondary school graduates have difficulty assessing the credibility of scientific and political claims, interpreting data and recognizing biases in online sources. This finding highlights the need to integrate data science into education,
so that citizens can develop the necessary skills for critical and responsible management of information in the modern digital age. This paper examines DataScEd4CiEn and DataSETUP, two European research projects that seek to strengthen the teaching of data science in educational programs, preparing students and teachers for the demands of the digital age. These projects, implemented by a multinational research team in collaboration with partners from Cyprus, Greece, Germany, Ireland and Spain, aim to systematically integrate data science into education at different levels. DataScEd4CiEn: Data Science Education in STEAM for Civic Engagement and Social Justice from the Early Years (2023-2026) focuses on preparing practicing STEAM teachers to integrate data and social issues into their teaching. DataSETUP: Promoting Data Science Education for Teacher Education at the University and Professional Development Level (2023-2026) aims to enhance the teaching competence of future teachers, contributing to the development of professional skills for the effective teaching of data science.
Microsoft Copilot and Education: Educational "flights" with Artificial Intelligence as co-pilot
Copilot is a smart assistant created by Microsoft that can perform various tasks. With its integration into Office 365, it makes the use of artificial intelligence (AI) in everyday education extremely simple, even for people with no previous experience. This paper focuses on the various ways in which it
This software can enhance both teachers and students in the learning process. Particular emphasis is placed on using Copilot to automate daily tasks, enhance creativity, personalized learning, and improve collaboration between members of the educational community.
From Collaboration to Innovation: Teacher Empowerment Programs in the GenAI Era
The Tipping Point and 100mentors, winners of the global Generative AI Skills Challenge, are joining forces to offer innovative teacher training programs, helping them responsibly utilize the potential of Generative Artificial Intelligence (Generative AI). With experience in hundreds of Primary and Secondary Education schools, The Tipping Point focuses on skills development, while 100mentors develops innovative technological tools, such as wiserwork.ai, which enhances the collaboration between humans and Generative Artificial Intelligence. This presentation will highlight the structure and methodology of empowerment programs, while through practical examples, such as the design of interdisciplinary projects, we will explore how GenAI, combined with human collaborations, can transform traditional educational processes into modern and innovative ones. The presentation is addressed to educators, administrative bodies, education executives, as well as to all those interested in learning about the possibilities of new technologies in education and their applications in the modern educational environment.
If AI were a Superhero, MagicSchool.ai would be the Super Man of Education!
Artificial intelligence is making a big impact in education, but how can it be effectively utilized by educators? In this presentation, we will explore MagicSchool.ai, an innovative platform that helps educators save time, create customized educational materials, and enhance their students' learning experience. We will look at use cases, practical classroom applications, and how you can integrate artificial intelligence into your daily teaching in a simple and effective way.
Chaos Theory in Education from the Perspective of Artificial Intelligence
Chaos Theory, which studies how small changes in initial conditions can lead complex systems to very different outcomes (the butterfly effect), is finding increasing application in education. The dynamic interaction of individual behaviors (students and teachers), teaching methods, and environmental factors makes educational systems inherently chaotic. The proposal made in this paper is that artificial intelligence offers tools and methodologies to effectively deal with these complexities.
Creative approach, writing and transcription in Modern Greek Literature Texts with digital tools: the example of "Drinking Corinthian Sun"
This presentation focuses on the use of digital tools to enhance creative writing and transcription in the Literature lesson, with the aim of students discovering literature experientially, exploring, deconstructing texts and recreating them, composing their own original creations. In the context of the presentation, the application of this method to the poem “Drinking the Corinthian Sun” by Odysseas Elytis will be presented, where students will use tools from platforms, such as languageisavirus and Voyant Tools, to analyze and deconstruct the poem, and then create their own works inspired by it. This didactic design offers new perspectives on reading and comprehension, helping students interact with the text beyond conventional analysis. Furthermore, the use of interactive applications, such as Gynzy Dice, allows the introduction of elements of randomness into the learning process, enhancing experimentation with the text. Through the random selection of words, students are invited to create new verses, developing their imagination and creativity. This approach offers multiple educational benefits, such as enhancing creativity, experiential learning and an interdisciplinary approach, connecting Literature with other subjects, such as Computer Science and Art. The presentation aims to show how the integration of digital tools in the teaching of Literature can transform the educational experience and inspire students to discover the magic of creative writing.
Productive AI and Literary Courses: Design and Differentiation in Practice
The presentation refers to the use of Artificial Intelligence applications in teaching planning and the differentiation of teaching material in middle school and high school literature courses. Applications will be presented: interactive AI, presentation production, image, talking image, video, as well as ways of utilizing them in teaching practice.
Easier, more enjoyable, more creative: The application of interactive games in literature lessons
Education through games is one of the most widespread trends in the era of the digital revolution. The use of games in education enhances learning, increases student participation and improves their performance. Games evoke positive emotions, increase student attention and develop important problem-solving skills. In addition, games offer immediate feedback and allow students to monitor their performance. The presentation will present the application of Kahoot, WordWall, Forms and the “simulation” of “Who Wants to Be a Millionaire” in literature lessons.
Interactive Whiteboards: Transforming the Educational Experience
Interactive whiteboards are an important tool that transforms teaching, enhancing student participation and facilitating the learning process. Benefits for students: Collaborative learning and teamwork. Improvement of critical thinking and creativity. Greater interaction with teaching material. Benefits for teachers: Ability to visualize knowledge. Adaptation of teaching to the needs of students. Immediate feedback and utilization of educational applications. The correct use of interactive whiteboards contributes to the creation of a more attractive and effective learning environment.
Teachers' digital competence in the context of the digital transformation of education: experiences from the HyperMOOC implementation journey
Digital technologies are radically redefining the way we teach and learn in the digital age. The digital transformation of education poses a series of expectations, challenges and demands that we face daily in our teaching. This talk focuses on presenting the experiences from the implementation path of HyperMOOC, a Massive Open Online Course aimed at prospective and current school teachers who wish to improve their digital skills and modernize their teaching. Leveraging the potential of HyperDocs and Universal Design for Learning, this MOOC presents a modern teaching model that allows us to combine course content with digital tools while remaining faithful to effective pedagogical methods. The ultimate goal is to create a flexible and inclusive learning environment that takes into account the needs of all students from the beginning and enables them to put into practice the 21st century learning skills - 4Cs.
eTwinning: The Community for Schools in Europe
eTwinning is an action of the European Commission and the largest professional community of teachers in the world, with over 163,000 members. The characteristics of the action and the possibilities of networking, communication and collaboration that it offers to schools in Europe, through the use of web 2.0 tools in the classroom, will be presented. At the same time, the European School Education Platform (ESEP) will be presented, which, apart from eTwinning, is the reference point for every educational activity in the European area.
Getting to know Canva
It is aimed at teachers with little experience using educational tools who are interested in an easy tool for creating a variety of educational content to enrich their teaching. The capabilities of Canva in terms of creating educational content will be presented, the work environment and tools of the platform will be demonstrated, while the use of these tools in practice will be attempted through the creation of a simple presentation.
How to create and use Kahoot in the classroom
Very often, teachers wonder how we can utilize appropriate online tools, so that we can make the process of learning, the acquisition of knowledge by our students and their evaluation easier and in the most enjoyable and efficient way possible. Kahoot is a very reliable tool for achieving the above goals. In the presentation, in the first part, the simple steps that every teacher must follow will be presented so that they can easily create their own quizzes for the needs of their lesson, and then in the second part, quizzes that have been used in the teaching of various subjects will be presented.
No, The Kids are not just playing games
A dynamic session on the power of game-based learning, with a special focus on Minecraft Education Edition. The goal of this presentation is to demonstrate how ed tech games like Minecraft can enhance creativity, problem-solving as well as teamwork within the classroom.
Transforming EFL Teaching with Padlet: More Than Just a Tool
In this workshop, we will explore the additional value of Padlet in EFL teaching. The session will begin with a brief introduction to Padlet, followed by a showcase of various classroom activities that integrate this tool. We will emphasize how Padlet goes beyond its technical capabilities, highlighting its role in boosting student motivation, enhancing engagement, and fostering interactivity in a student-centered learning environment. Participants will gain practical insights into how Padlet can transform their teaching approach and create more dynamic, collaborative learning experiences for students.
Empowering Inclusive Education: Integrating Microsoft Learning Accelerators for Differentiation in the Classroom
I will be presenting on the powerful integration of Microsoft Learning Accelerators to enhance differentiation in inclusive classrooms. My talk will explore how these innovative tools can provide personalized learning experiences, fostering engagement and success for diverse student populations, including those with varying learning abilities and needs. By leveraging features like AI-powered adaptive learning, real-time feedback, and collaborative learning environments, educators can tailor their instruction to meet individual student needs, promoting equity and inclusivity. This session will highlight practical strategies for implementing these technologies to create dynamic, supportive, and effective classroom environments that benefit all learners.
Building Tomorrow: The Grammar School's Blueprint for STEM Excellence
This presentation highlights on The Grammar School's extraordinary journey in developing and implementing an innovative and impactful STEM program. With a strong emphasis on fostering creativity, critical thinking, and IT literacy, the program demonstrates how educational institutions can prepare students to face challenges and embrace future opportunities. This journey is more than a blueprint? it demonstrates the transformative power of valuing innovation in education. The Grammar School's STEM initiative extends beyond the curriculum? it represents a steadfast commitment to fostering a passion for STEM disciplines in students at an early age, equipping them with critical 21st-century skills, and inspiring them to become tomorrow's innovators, problem solvers, and leaders. Attendees will leave this presentation motivated and empowered, with actionable insights that can assist them on their path to STEM excellence.
Teaching Empowering Students with AI: Project-Based Learning Across Subjects Through Chatbot Creation & Training
Discover how to engage students in AI through an interactive, project-based approach where they don't just learn about artificial intelligence—they create it! This webinar will guide educators through a step-by-step process in which students explore AI fundamentals, design and plan their chatbot's conversation flow, train it using online resources and FAQs, and test their AI-powered creation. This hands-on project enhances creativity, critical thinking, and real-world problem-solving across any subject.
The Magical World of Ice: Chemical and Mathematical Approaches
The presentation explores the magical world of ice and snowflakes through geometry and chemistry, while incorporating the latest technologies of virtual reality (VR) and 3D printing. We discover the chemical properties of ice, such as its unique structure and hydrogen bonds, and examine geometric calculations related to its crystal structures. With the help of VR, we visualize the crystal structures of ice and conduct virtual experiments, while 3D printing allows us to create ice models for practical study. This interdisciplinary approach combines theory and practice, offering a fascinating and comprehensive understanding of ice.
A map...a story: Interactive map with historical trails. Combining history with geography
The combination of History and Geography courses in the 3rd grade of the Gymnasium, with the aim of strengthening the interdisciplinary approach and developing the learning skills of students, begins with a different map. In particular, the importance of the cooperation of these two courses is examined, which allows students to understand historical developments in the context of geographical space and its natural characteristics. Teaching approaches and practices are proposed, as well as examples of the integration of interactive tools and teaching scenarios to improve understanding and attract students' interest in the contents of these courses.
Industrial applications with Factory i/o
FACTORY I/O is a 3D factory simulation for automation technologies. Designed to be easy to use, it allows the rapid construction of a virtual factory using a collection of common industrial parts. FACTORY I/O also includes many
scenes inspired by typical industrial applications, ranging from beginner to advanced levels of difficulty. The most common scenario is to use FACTORY I/O as a PLC training platform, since PLCs are the most common controllers found in industrial applications.
Digital Empowerment and Radical Inclusion in Distance Education: Pedagogical Upheavals, Open Technologies and Political Actions
This presentation, entitled "Digital Empowerment and Radical Inclusion in Distance Education: Pedagogical Upheavals, Open Technologies and Political Actions", attempts a critical deconstruction of the dominant approaches to distance education (DEE) and proposes
a radical, emancipatory educational model based on inclusion and open knowledge. Initially, the ecAE is analyzed as a dynamic field of social justice or reproduction of educational inequalities, depending on the pedagogical and technological choices that accompany it. Then, innovative inclusion practices that utilize open technologies, accessible digital platforms and new pedagogical strategies are presented, such as the Radical Inclusion Framework and Digital Learning Co-Ops, which shift the educational process from simple passive access to knowledge to its democratic co-formation by teachers and students. At the same time, the role of technology in enhancing or hindering educational equality is examined, with an emphasis on the use of open software, AI-driven inclusion tools and mechanisms for protection against algorithmic discrimination. Finally, specific policy and institutional interventions are proposed, which ensure the transition of e-learning from a commercialized learning system to an open, collaborative and socially just educational space. It is addressed to educators, researchers, educational policy makers and learning technologists, who seek to actively contribute to the transformation of e-learning into a field of digital empowerment and social inclusion.
The assessment of School Readiness in preschool children
The presentation is addressed to both general and special education teachers, members of Special Education Staff (psychologists, social workers, speech therapists, etc.), and parents. It aims to initially highlight the importance of school readiness in the smooth adaptation of children to primary school and, secondly, to delineate the areas that evaluate it.
Let the games begin! Introducing Esports to the classroom with the help of Minecraft Education
Electronic sports (Electronic Sports or Esports for short) are an international phenomenon, with hundreds of millions of fans worldwide. In them, participants compete, or compete, in a shared electronic game environment, like athletes in a sporting event. Given the interest of students in Esports, their use to enhance the educational process becomes extremely attractive. Minecraft Education is a game of choice for introducing Esports to the classroom. What steps should a teacher, or a group of teachers, follow to organize competitions at a local or wider level? How will the students be properly prepared? How will the competitions be adapted to the subject matter of the course? How will students acquire knowledge, while at the same time being excited and happy? In this presentation, an attempt will be made to provide practical answers to the above questions, with particular emphasis on examples of the application of Esports in the classroom.
Artificial Intelligence, AR/VR and Gamification: Reshaping Learning with Interactive Technologies
The presentation focuses on the combined power of Artificial Intelligence (AI), Augmented (AR), Virtual Reality (VR) and Gamification, and how these technologies can enhance the learning process, transforming it into an experiential, interactive and personalized experience. Key Points: - AI & AR/VR in education: How Artificial Intelligence enhances personalized learning through virtual educational environments. - Educational simulations in VR: Case studies from applications such as Google Expeditions, ClassVR and VR Labs for experiential learning. - AR-based Gamification: Using Augmented Reality to actively engage students through applications. - Designing "immersive" learning experiences: Practical steps for creating personalized educational activities through DeepSeek, ChatGPT & Unity VR. The presentation includes interactive demos and AR/VR-based case studies, enabling participants to explore and test tools that they can incorporate into their teaching.
Climate change and ecological awareness: I am becoming an active citizen and learning to act!
Sixth grade students, in an interdisciplinary teaching in the MetaCivic virtual space, explore the causes of climate change and its impact on their quality of life, the activist action of young people who fight to combat it, developing ecological awareness and a sense of individual and social responsibility.
Collaborative Learning, Digital Educational Games & Interaction on Interactive Whiteboards for Young Learners
In this presentation we will see through simple examples how digital educational games on interactive whiteboards with gamification elements can make learning more fun for young students. The presentation is aimed at kindergarten teachers, teachers and therapists who want to create new learning experiences for their students, enhancing their active participation and collaboration in the classroom.
Teaching European Identity to students through Gamification with the Genial.ly app
Principles & Values of the European Union: how to cultivate European identity and citizenship in students. Utilization of the digital tool genially for teaching the EU through Gamification.
Simple Structures for STEM Approaches: Exploring Step-by-Step Automation, with the Mind+ Visual Programming Environment and School Robotics Equipment
Robotics and Automation Technology is now at the heart of the modern educational process, offering students unique opportunities to create, solve problems and develop 21st century skills. The workshop will present ways to utilize available school robotics equipment, such as ARD:icon S1&S2, NEZHA micro:bit, Gigo in a single visual programming environment, Mind+ (with the scratch core), to create innovative automations. Focusing on Mind+, a promising visual programming environment, practical examples will be analyzed that allow the construction of smart solutions with basic principles of programming and electronics. Participants will discover how simple structures can lead to highly functional automation applications such as those we encounter around us every day. Indicative activities include programming sensors for measuring distances and physical quantities, controlling lighting, movement and integrating IoT systems. In this way, the connection between theory and practice is strengthened, while teachers are provided with the tools to support the cultivation of creativity and critical thinking in students. The presentation, which will provide sufficient supporting audiovisual material (two books, command and function plugins, access to online multimodal courses), emphasizes the possibility of utilizing existing equipment, making the introduction to robotics and automation accessible and flexible. Practical ideas for connecting activities to Mathematics, Computer Science and Natural Sciences courses linked to a ST[R]EAM approach will also be presented.
Presentation of Photosynthesis and Cellular Respiration with a microcontroller and carbon dioxide sensor
The capture and production of carbon dioxide by plants are important processes both for plant biology and for understanding basic mechanisms that cause climate change. The work presents the composition of a simple device that includes a small "greenhouse" in which we control the lighting, a carbon dioxide sensor and a microcontroller for sending data via bluetooth. The data is received and displayed on a mobile device using the phyphox application or displayed on the interactive whiteboard. Changes in carbon dioxide content with changing brightness require a few minutes to observe, allowing the presentation of the topics during a teaching hour. It can be used didactically from the last grades of Primary School to High School. The work was awarded at the "12th Panhellenic Construction and Experiment Competitions for Science" and was presented at the 13th European Science on Stage festival in Finland in 2024.
An instructive proposition on the normal distribution
In an effort to upgrade mathematics teaching, we designed and implemented an innovative teaching proposal for understanding the normal distribution in 3rd grade. Aiming to escape from traditional frontal teaching, we incorporated modern teaching methods, such as the flipped classroom, collaborative learning and the use of interactive digital tools. The implementation of our proposal, which included experiential activities, online simulations and worksheets, led to increased interaction and understanding by students. The results showed that students not only understood the concept of the normal distribution but also developed skills in applying it in real situations. Our presentation will highlight the design steps, the tools used and the students' reactions, thus encouraging teachers to adopt similar approaches. We invite you to discuss how we can make mathematics education more attractive and effective!
Wolfram Alpha & GeoGebra: Innovative AI Tools to Enhance Mathematics Teaching
The use of Artificial Intelligence in the teaching of Mathematics opens new avenues for students' understanding and interaction with mathematical concepts. In this presentation, we will examine how the tools Wolfram Alpha and GeoGebra can be effectively utilized in the teaching of Mathematics in all grades of Middle and High School. Through examples and good practices, applications of these tools in basic mathematical units, such as Algebra, Geometry and Analysis, will be presented. Particular emphasis will be given to the way in which Artificial Intelligence can support both investigative learning and the creation of interactive lessons. The goal is to present practical approaches that facilitate teaching and enhance students' understanding with visualization methods, making Mathematics more accessible, attractive and effective.
Math Progress: From Idea to Action
In this presentation, we will explore a new and innovative tool in the Microsoft Teams application that is changing the way students learn math: Math Progress. We will analyze how it works, its capabilities to support students of different levels, and how it enhances the educational process. With cutting-edge technology and an emphasis on learning with ease, this tool opens new horizons in education.
SAFE.YOUth: A modern tool for the protection of young people
Delinquency and violence among minors is an issue that has been at the center of interest for the entire society and especially for parents and teachers. The Ministry of Citizen Protection, focusing on timely intervention and prevention and focusing on the proper information and protection of young people, as well as parents and teachers, created a modern and innovative mobile application, SAFE.YOUth. How does SAFE.YOUth work? What are the benefits for anyone who "downloads" the application? What actions does the police implement to protect minors? What are the obligations of teachers? What are the consequences for the minor offender and his parents? What is juvenile delinquency? You will receive answers to these and many more questions through this presentation, so as to adequately shed light on this social phenomenon, as well as the solutions and tools we have available to address it.