From solar to oil. An interdisciplinary project in 1st grade
What do we know about Elia? What do we want to know? The answers to all these and many other questions will be given to us by the students of Primary 1 through a set of interdisciplinary activities and the use of Technology.
The Farm of Fractions: Minecraft and Math in C' Elementary school
What happens when Grade 3 students are tasked with building a farm from scratch and cultivating their own piece of land? How will fractions and Minecraft help them accomplish their mission? An interdisciplinary approach to Mathematics using Minecraft education edition.
Using virtual reality glasses in our Primary School
Our school, Maltese Brothers Model Schools, is the first Primary School in Greece to use virtual reality glasses in the classroom. In our speech we will refer to the goals and pedagogical results of the use, the installation process as well as teaching scenarios that have been implemented in our school and include the use of virtual reality glasses. The first speaker is the director M.Sc, M.Sc Maltezou Despina who will refer to the objectives and planning of the action, the IT professor Maltezos Ioannis who will refer to the installation process and the M.Ed teacher Antonia Konstantinopoulou who will analyze the teaching scenarios and how they were applied in the classroom.
The use of BrainPOP videos and related readings in the classroom
BrainPop is a group of educational websites with over 1,000 animated short films for students, along with quizzes and related materials, covering all subject areas. The teacher is called upon to help students discover and gain a deeper understanding of new concepts and key words and to formulate their own research questions. But, with what strategies will he be able to achieve his goal? In this presentation, our purpose is to:
• Distinguish and understand these strategies,
• To integrate them smoothly into the learning process.
Gamification Tool for Enhancing Emotional Intelligence in EFL Classrooms: Integrating PBIS, MTSS, and SEL Approaches
In this presentation we will explore the innovative integration of Classcraft, a gamification platform, into EFL teaching strategies. Classcraft's motivational approach is grounded in self-determination theory, a scientifically based psychological framework. We will discuss how this specific learning environment promotes positive behavior, cooperation, and social-emotional development, aligned with the principles of PBIS (Positive Behavioral Interventions and Supports), MTSS (Multilevel Support System), and SEL (Social and Emotional Learning). The presentation will focus on how to effectively enhance students' emotional vocabulary, language acquisition and more generally emotional intelligence - a key skill for every stage of human development. Practical examples and case studies that demonstrate the impact of the platform on student engagement, communication improvement and psychosocial empowerment will be highlighted. Visiting educators will learn about the application of Classcraft in the classroom, transforming traditional teaching into an interactive, emotionally enriching journey that prepares students for the challenges of a diverse and interconnected world.
Applying AI in Foreign Language Teaching: Challenges and Opportunities
Artificial Intelligence (AI) has "invaded" education and especially in the field of foreign language education. Students often use it to do their homework in seconds without gaining knowledge while many teachers are afraid of what can replace them. But if we approach it as an opportunity? Then we can turn her from a potential enemy into a real ally in our effort to help our students.
The presentation focuses on the following points:
1) How artificial intelligence can actively support personalized and differentiated learning.
2) How does it help students develop language skills, critical and creative thinking.
3) How it works as an assistant to teachers, offering a different approach to the educational process and facilitating the educational process.
4) How can it be introduced, implemented safely and integrated into the curriculum.
Skills Workshop: Financial Literacy & a useful family budget app (Woli)
The presence is primarily addressed to teachers but also to parents. It will highlight the school's efforts to increase the level of financial literacy of children through its educational program. In this context, and as an example of the innovative educational approach, the collaboration with Woli will be presented. Woli is a Greek company that provides a "learning by doing" tool and debit card designed exclusively for young people. Woli's goal is to enhance the school's educational program so that children acquire good financial management habits and financial independence from an early age.
*Basic familiarity with mobile phone applications.
The utilization of the Geogebra software in the teaching of Economic Theory
The presentation is addressed to teachers who teach the "Economy" course in the 3rd grade of the General Lyceum. After making a brief reference to the basic features of this open software and its usage possibilities, 9 interactive diagrams will be presented which can be used in the teaching of individual sections of the "Economy" course of the 3rd grade high school. Ways of efficient utilization of the specific interactive diagrams will be presented as well as their benefits in the teaching practice.
Interpreting economic phenomena using the economic formula: The case of the course "Innovation and Research"
In the academic year 2020-2021, the course "Innovation and Research" was introduced to the timetable of the First High School of Pierce - American College of Greece as a deviation. The purpose of this "good practice" is the timely adaptation of the educational process to the sphere of production. Cultivating soft skills such as collaboration, communication, critical thinking combined with financial literacy. A dialectical synthesis of the form (pedagogical method) with the content (subject of knowledge) was attempted. The differentiation is that the teaching of financial concepts is done without the use of a textbook, but by using and analyzing current articles from the financial press. In addition, the corresponding audio-visual material such as infographics, short stories and videos works. Indicative topics covered are: Use value & exchange value, Marginal - radical innovation, Global division of labor – the microchip battle, Money and cryptocurrencies, Production restructuring and financial crisis, Banking crises - Silicon Valley Bank, Credit Suisse.
Educational Robotics Activities in Kindergarten
The presentation concerns introduction actions to programming through the pedagogical use of the beebot floor robot in various thematic fields of the Kindergarten Studies program.
Creative Learning & All-round Development in Kindergarten: Leveraging Digital Games for Personalized Learning
The presentation entitled "Creative Learning & All-round Development in Kindergarten: Leveraging Digital Games for Personalized Learning" is aimed at Kindergarten teachers and focuses on the integration of digital games into the Kindergarten curriculum as a tool to promote creative learning and all-round development of children. It will be analyzed how the personalized approach through these games can enhance children's cognitive, social and emotional skills, while developing their critical thinking and creativity. In addition, examples of digital games designed specifically for educational use will be presented, highlighting their value in designing learning experiences that promote children's all-round development. Finally, reference will be made to the need for appropriate education and training of teachers for the effective use of digital tools.
STREAM Role Models 4 ALL. A Greek project supported by the Scientix STE(A)M Partnership Education Resilience in Europe for equal access to STEM education
The project ST(R)EAM Role Models 4 ALL was selected by the partnership of Scientix (Scientific community for the promotion of STEM Education in Europe based in Brussels) and STE(A)M "Resilience of education in Europe". ST(R)EAM Role Models 4 ALL offers learning scenarios focused on STE(A)M and Educational Robotics activities following a specific methodology and a collaborative inquiry-based pedagogical process, as well as research data from the development and testing of the learning scenarios in teacher focus groups with the active participation of parents. The project is aimed at pre-school students from diverse cultural and linguistic backgrounds and aims to develop positive STE(A)M identities through enhancing their participation in STE(A)M experiences. In the presentation, the development framework of the specific project will be analyzed, while the repository of the project will be presented with learning scenarios implemented by teachers of Primary Education (Kindergarten/Elementary School).
Learning Accelerators and AI Tools
The presentation will explore the integration of Learning Accelerators and AI tools to enhance educational outcomes, particularly focusing on differentiation and support for students with learning difficulties. Simple techniques will be demonstrated on how Open AI tools can be used in tandem with Microsoft's learning accelerators to personalize learning experiences and cater to individual student needs. The presentation is aimed at educators who teach students of all ages.
Quizizz: Education with the modern power of Artificial Intelligence!
Discover the world of Quizizz, an educational tool that combines the power of interactive quizzes with the intelligent operation of Artificial Intelligence. In our two-day session, we will explore how AI is enhancing the educational process, helping teachers and students create personalized learning experiences. You will learn how to integrate Artificial Intelligence into education with Quizizz, creating interactive exercises from both selected topics and textbooks, quickly and efficiently.
Artificial Intelligence as a tool for the production of interactive material
In the presentation we will explain what artificial intelligence is and how it can be practically applied in Education for the production of digital - interactive material by teachers of primary and secondary education. We will work with online tools and create presentations, quizzes and interactive videos together.
*Ideally a gmail to access the online tools.
A trip... otherwise! A short film on the stations of Ulysses. A virtual tour of the world of Minecraft
In the Odyssey, the students of the 1st high school meet the multifaceted Odysseus in a different way. They simulated the hero's journey in Minecraft by constructing the stations of his wanderings and highlighting his difficulties. Afterwards, narrative text was created in order to serve the concept of storytelling.
The shortcomings and the improvement of the Modern and Modern History course through the use of new digital tools
The course of Recent and Modern History presents many shortcomings in the teaching method. Corresponding and significant deficiencies exist in the course material. In my short presentation I propose a new way of teaching the lesson that will make the children show more interest. How can the history course prepare modern citizens who can stand anywhere? Digital games, smart questionnaires, creating historical documentaries are some of the digital tools I will present
Digital storytelling, laplets and graphic novels in the "service" of Literature
The traditional teaching of Literature is enriched and renewed by the use of digital storytelling, the computer and graphic novels. The teacher discovers and applies new ways of teaching Literature and the students practice creative games, which enhance the reading comprehension and enjoyment of the text. Examples of application in excerpts from "Kaplani tis vitrina" by Alki Zei.
Giving voice and modern form to Ancient History: Flipgrid at the service of students
Students role-play as Spartans and ancient Cyclades and relive dialogues, thoughts and the lives of people thousands of years ago. Driven by visual and auditory stimulation, they create historical podcasts bringing historical information to life. In a playful and innovative way they approach and reform historical knowledge, giving their own perspective to Ancient History.
Utilization of T.N. applications during the planning, teaching and evaluation of Literature Courses in Secondary Education
This presentation is addressed to teachers who teach philology courses in Secondary Education, although many possibilities of these applications can be utilized by teachers of all primary and secondary education specialties. Its purpose is to present Artificial Intelligence applications that can contribute to the easier and more efficient design, teaching and evaluation of philology courses. We will focus on the brief presentation of ways of educational utilization of some applications of dialogical T.N. (eg ChatGPT, Bard, Copilot) and image creation from text (eg canva Magic media, bing image creator, craiyon).
PowerPoint as a PowerTool in Education
Discover the possibilities that PowerPoint provides in educational everyday life, beyond the simple creation of presentations, such as e.g. for screen capture, video and image editing and production, audio recording, slide design and more.
Course organization within the Genial.ly platform
The presentation aims to show teachers of any specialty, how to organize a lesson within the digital tool Genial.ly. More specifically, all the possibilities of the digital tool will be analyzed and demonstrated, so that it can be used for teaching without the use of printed materials.
Microsoft OneNote: An electronic notebook as a tool for differentiated and inclusive education
OneNote is one of the most useful tools in Microsoft's Office365 educational curriculum. It is an electronic notebook which, as in its printed form, consists of topics and these of pages. The pages of this electronic notebook act as a blank canvas that allows us to organize our notes and enrich our material using a variety of tools such as recording audio or inserting an online Quiz.
From Basic to Advanced: Exploring the Basics and New Features of Microsoft Forms and Kahoot
Digital education is constantly evolving, and tools like Microsoft Forms and Kahoot are integral parts of this transformational process. In this two-day session, we will explore the latest developments and updates of these two tools. From improved functionality to new possibilities for teaching and assessment, we'll look at how these tools can enhance the educational process and promote creative interaction in the educational environment.
Creating digital narratives using the online platform Canva
Canva is an online platform that allows teachers to visualize their materials and share them with other teachers and their students. In this presentation, we will cover how to create digital narratives with our students.
*Please create an account on the Canva platform https://www.canva.com
Design a hybrid lesson plan with 1:1
At a time when devices are ruling the contemporary educational arena, while educators have conquered the expertise and the necessary know-how, in order to move on to the next step of digital transformation of schools, it is mandatory for a revolutionary pedagogical approach to emerge . The search for such an approach led us to the One-to-One Learning Model. For those who are not familiar with the term, it refers to an educational environment where each participant (student or teacher) owns a device that meets specific technical requirements and provides interconnectivity between teachers, students and utilizes other O365 tools, including OneDrive and collaborating platforms such as Microsoft Teams. Via this pioneering program, our central aim was to design a suitable hybrid learning model, to increase student engagement, accelerate learning, foster global competencies, and meet diverse students' needs.
*The presentation will take place in English without translation into Greek.
To ChatGPT or not to ChatGPT: that is the question… or has the question become obsolete already? Using AI in Teaching and Learning
Educators live and work in an era in which everyone is intrigued or confused, or both, by the buzz around Artificial Intelligence and its informed use in their classroom. In this webinar we will see how ChatGPT and other AI tools can help you with different aspects of your teaching process, from lesson planning, personalized learning and assessment to content creation. Although the webinar presents examples mainly taken from EFL (teaching English as a Foreign Language), it is designed to be flexible for all educators, as you can apply the concepts to many subjects and audiences.
*The presentation will take place in English without translation into Greek.
Beyond Buzzwords: Practical Applications of AI for Educators in Today's Classrooms
Explore real-world applications of AI in education, moving beyond theory to showcase how educators enhance teaching methodologies. This session features concrete examples of AI seamlessly integrated into classrooms, creating meaningful outcomes for teachers and students, from personalized learning to efficient classroom management. Join us in navigating the practical landscape of AI, revealing pragmatic benefits that shape the future of learning, moving beyond buzzwords.
*The presentation will take place in English without translation into Greek.
In the shelter of art - The importance of transitional art space in the design of programs for children and adults
In the transitional space of play, a child's creativity and relationships with others develop. We could say that art, science and creative professional life are a continuation of this space for adult life. In the transitional space of art, therefore, children and adults can find a refuge to be entertained, creatively meet others and develop moral principles and values that will promote civilization (Winnicott). In the first part of the presentation, a part of the program "In the refuge of art" which takes place at the Foundation of Visual Arts and Music B. & M. Theocharakis will be presented experientially. Next, we will see the main points of the program's methodology and how it can be used with both children and adults. Finally, there will be a discussion and further clarifications where necessary.
"ECO ANGELS" come to life on the black screen... the green city of the future!" History and Geography in the world of Minecraft
The students work together and, guided by the goals of sustainable development, breathe life into their dreary concrete town and design a sustainable city, thus providing the antidote to the environmental threat we face. On the occasion of literature, and more specifically modern poetry, which condemns the modern urban lifestyle and in combination, cross-thematically, with geography and climate changes, our "eco angels" construct in the open world of Minecraft the ideal, " green" city of the future, leaving their own ecological footprint in an original way. Because when children dream...adults must correct their mistakes!
Software intervention to enhance executive memory and attention functions for children with language impairment
The presentation concerns the description of research designed to investigate the effectiveness of a software-based semi-automated educational intervention, which focuses on strengthening attentional control and working memory, with the aim of improving the language abilities of children with language disorders during the first school year age. The tool can be easily used by both experts and parents with minimal supervision, as a complementary intervention tool for language disorder, in combination with already existing speech therapy interventions that focus exclusively on vocabulary acquisition and expansion. The presentation describes the necessity of creating an intervention, and presents the structure of the games and finally the design and the first results of the pilot study.
Supportive IT Technologies for people with disabilities
Overview of the field of Assistive Technologies for people with disabilities as defined by the World Health Organization. Deepening in Supportive IT Technologies and their application in education. Tips for producing accessible educational materials for teachers. Free Assistive Technology software repositories. Overview of market products, equipment and software and their potential uses for people with visual, hearing, cognitive, intellectual and physical disabilities. Examples of technologies that will be presented are screen reader, braille bar, braille printers, braille translation software, tactile/audio educational boards, sign language translation software, captioning software, time management and reminder apps, augmentative and alternative communication, joysticks, trackballs , touchpads, special keyboards and other devices for alternative ways to control the computer even without hands, such as gaze detection, head movement detection, special switches and computer control systems through brain signals. Trends in cutting edge research and technology.
* It is preferable to watch the video conference on a large screen and in a quiet room as the presentation slides will have enough detail in images and a lot of information in speech.
Digital School Organization with Microsoft Teams, OneNote and OneDrive: Effective Lesson Plans and Shared Resources for the Education Community
Ways a school can take advantage of Microsoft tools like Teams, OneNote and OneDrive to organize and effectively manage lesson plans and other worksheets. Practices are presented that enable the creation, shared planning and evaluation of projects, with an emphasis on collaboration between teachers. In addition, it considers how to create links in OneDrive to the base of each Department, facilitating access to resources and materials for the overall strengthening of the educational community. This course is also a valuable tool for new teachers, offering guidelines for their successful entry into the digital education space.
*Basic knowledge of Teams, OneNote and OneDrive.
Digital tools for teacher organization
By using tools like Microsoft Excel, we make the teacher's daily life faster, easier and more flexible! We will see techniques and ways that put the computer at the service of the teacher, leaving more time for the important things.
*Basic familiarity with the Excel environment.
VR/AR learning with ClassVR
The presentation for the innovative ClassVR product is addressed to all organizations active in the field of Education. The presentation focuses on virtual reality (VR) and augmented reality (AR) education in schools using the ClassVR integrated solution. This technology opens up new horizons for education, offering unique experiential experiences in the way of learning lessons and harmonizing with the needs of modern society. ClassVR allows students to learn multiple subjects, including math, science, history, and more, through an unprecedented interactive experience. Educators can tailor lessons to the needs of students and the school curriculum and offer personalized learning.
The use of AR enhances understanding and assimilation of educational content. This approach helps prepare students for today's digital world. Overall, VR and AR education through ClassVR offers new educational possibilities, helps prepare students for the future, and creates educational experiences that encourage discovery and creativity.
*The presentation will be videotaped.
A hybrid treasure hunt/escape room by students for students
A constant challenge in the teaching of all subjects, whether they involve narrative subjects, such as History, or the positive sciences is to attract the interest of the students. The main goal is to disconnect the lesson from the four walls of the classroom and to focus exclusively on the textbook, through digital tools. In this module, important historical events of the 21st Greek revolution become a "treasure" for students to discover, who are challenged to unlock important phases of the struggle for liberation through a hybrid digital treasure hunt/escape room. The puzzles, for which different digital applications were used (such as Qr generators, Wordwall, Canvas, mainly accessible for free), have been created by a group of 3rd High School students, who also undertook the "setting up" of the game, in an interdisciplinary approach to History , through Geography, Social and Political Education, Literature, Information Technology, and even Mathematics. A game by students for students, with applications in a multitude of teaching subjects.
*1) Basic knowledge of smartphone, computer,
2) Google Account
Microprocessors, Automation & Robotics. From attributing behaviors to objects, to encouraging creativity, combinatorial & autonomous thinking and/or reaction...
Microprocessors, automation and robotics are also opening up new horizons in the field of Education, providing opportunities to encourage and develop skills for students. Microprocessors with their structure, properties and capabilities, prompt students to take initiatives in data processing and device control, open new horizons in the educational process, encouraging the development of understanding of Technology.
With the use of automation, students are confronted with practical issues/problems of everyday life (now), which require logical thinking and creative solutions. Robotics stimulates the imagination and allows them to create and program their own approaches to solutions to real problems.
Educators have the opportunity to encourage combinatorial thinking by creating programs/apps/constructions that require fine motor skills, spatial awareness, strategic planning, persistence, patience, collaboration and social skills, skills useful in shaping students' personalities. as decision-making ability and self-confidence develop.
In conclusion, microprocessors, automation and robotics are powerful educational tools that encourage the development of multiple competencies and promote an integrated approach to Education.
Exploring the Possibilities with Ozobot: A STEM Workshop for Elementary Teachers
The 'Exploring the Possibilities with Ozobot' presentation is an exciting opportunity for educators to explore how they can integrate robotics and technology into teaching mathematics to Year 7 students. Using the Ozobot educational tool, educators will discover how students can experientially learn mathematical concepts, especially probability, through the world of robotics.
In this workshop, participating teachers will discover how to guide their students in creating their first program using Ozobot. Through the combined use of different color codes, students will explore how Ozobot reacts to different commands and how this can be linked to mathematical concepts such as probability.
Through activities and games, educators will learn how to structure lessons that encourage student thinking around probability, analysis, and decision-making. Through playing with Ozobot, students will discover the practical application of mathematics in an environment that inspires and entertains them.
The seminar provides an opportunity for teachers to integrate technology into the teaching of mathematics in a way that is interesting and educational for students. By acquiring these new skills, educators will be able to design rich educational experiences that enhance students' understanding of mathematical concepts and technology.
Empowering education with excellence in the Croatian community
The presentation will showcase the diverse work of the growing Microsoft community in Croatia by sharing the many applications of the Microsoft tools in projects, collaborative activities in the classroom and beyond. The presenter will provide a forward-looking perspective, unveiling the plans and aspirations the community holds for the future. This presentation will offer a glimpse into the dynamic landscape of Microsoft technology enthusiasts in Croatia and their vision for continued growth and innovation.
* The presentation will take place in English without translation into Greek.
Empowering Social and Emotional Learning with Microsoft Reflect
On this session we will explore Microsoft Reflect, a powerful well-being app designed to support students, educators, and families. Discover how it fosters self-awareness, empathy, and emotional growth. We will introduce to you Feelings Monster which helps students to explore emotions and develop empathy. We will do some brain breaks for mental fitness but also some physical activity. We will show you how regular check-ins can help understanding feelings. Let's embrace Reflect and build a culture of connection, expression, and learning!
*The presentation will take place in English without translation into Greek.