Microsoft Teams Tips and Tricks for Educators
Microsoft Teams is quite well established as a learning platform and is widely used by educators. In this presentation I will demonstrate TRIED and TESTED tips and tricks which educators can use to improve the teaching and learning experience, both for educators and students. Tips that will help educators work smarter and make Class Teams an easier and more functional experience for students.
Note: The presentation will be held online in English without translation.
PLEIADE PROJECT: Training teachers towards inclusion: introduction to the PLEIADE Project
In this presentation the Pleiade project is briefly introduced, its main objectives are described and an overview of the main activities and results achieved so far is provided.
Cosmo: a versatile learning system for EYFS and learners with Special Education Needs and Disabilities
Cosmo is a multi-award winning and evidence based system used in learning and therapy in over 35 countries worldwide. In this session the founder of the business will give details about the system and take us through the journey of developing novel technologies for education. We will touch upon inclusive learning, user centered research, opportunities and challenges of edtech startups and how teachers, therapists and parents can be part of the innovation ecosystem.
Note: The presentation will be held online in English without translation
PLEIADE PROJECT: Gamified methods and tools for training teachers on how to design collaborative and inclusive activities
In this presentation the gamified teacher training path proposed in the Pleiade project is described, along with the platform used and the I4Ts game.
PLEIADE PROJECT: Working … Independently: A Pleiade Project learning design with the use of Padlet, Microsoft 365, and Google classroom Education Tools
Imagine 46 students from two different European countries working together on a transnational group project focused on national struggles for Independence… It may seem sophisticated, but this is what happened, when 20 students from Rocca – Bovio Palumbo school located in Trani, Italy visited Avgoulea – Linardatou private school in Athens, Greece, and worked collaboratively to create online presentations about the Italian Risorgimento and the Greek Revolution against the Ottoman Empire. This presentation aims to familiarize the participants with the Jigsaw technique, which is the collaborative learning technique that was used for the project's objectives, as well as to demonstrate online tools that made possible the creation of international artefacts, namely Padlet, Microsoft Office 365 Education Tools and Google Classroom Education Tools. It also offers an insight into the structure of Erasmus+ projects and the possibilities for student mobility within the framework of projects funded by the European Union.
Note: The presentation will be held live and online in English without translation.
PLEIADE PROJECT: Lessons learned and transferability enablers and barriers - discussion
During this session, starting from the lessons learned from the project, participants are invited to raise questions and reflect on strong points and weaknesses, as well as enablers and barriers for possible transferability of the main project outcomes in their own contexts.
Monsters in (from)..action!: Escape Room in 3rd Primary
Through the digital online tool Genial.ly, 3rd grade students approach Literature in an interdisciplinary way alongside the book "Monsters of Mythology". Students are asked to pass some tests through Escape Rooms using technological tools and software (such as Google Earth, Youtube, etc.) at their disposal, discovering in a "digital" and cross-curricular way not only the already existing monsters, but and some that are not so... obvious!
After the "smart" sieve ... comes the "smart" cup: Interdisciplinary activity of Physics and Technology in the unit of heat of the 5th grade
An interdisciplinary activity in the heat unit of 5th grade Physics combined with the 1st high school Technology course. Young students are invited to build their own "smart" mug that will keep their chocolate warm. They will make it;
Can you affect friction? An interdisciplinary Robo-Physics project in the 6th grade through experimental arrangements
Forces and the effects they cause are all around us. An important force with both positive and negative consequences is friction, which we chose to examine. What is this power really? Depends on what; Can we see its results? Educational robotics is directly related to real-world physical concepts. The 6th grade students investigate through a computational experiment and present their results to us.
Cisco Networking Academy - 25 years reimagining education
Introducing the Cisco Networking Academy program and how it can help with digital transformation and digital skills.
Virtual and Augmented reality as a structured educational program
Cutting-edge technologies are developing rapidly, but there is a need to redesign the educational programs that utilize them, so that their inclusion in the educational process leads to the maximum possible learning results, according to the dynamics of each technology. The approach to designing structured educational programs using Virtual and Augmented Reality for teachers of all levels and specialties is presented.
Integrating Corinth and Merge's immersive 3D and AR content into science teaching practice
The subject of the presentation is the integration and use of three-dimensional (3D) teaching material, as well as augmented reality (AR) applications in the teaching of Natural Sciences. In particular, there is an emphasis on how Corinth's material libraries (Lifeliqe) and the Merge augmented reality cube combine with a range of educational practices, such as 1:1 teaching, and the use of OneNote and Forms. Through the examples of Biology and Chemistry, ideas are given on how similar material can be used to create an experiential and rich learning experience for students.
The mobile phone as a measuring tool in Physics experiments. Introducing the phyphox app
Modern mobile phones (smartphones) are equipped with several sensors that are necessary for their operation. A typical mobile phone has sensors for acceleration, brightness, magnetic field, angular velocity, etc. The phyphox app (PHysics PHone eXperiments ) is a free and open source application that acts as a data logger and can record, graph and file the values of the mobile's ashtrays. phyphox was designed at Aachen Technical University for educational use and therefore outperforms other similar applications. It can be used in physics experiments in the school science laboratory and outside it, replacing the use of expensive devices. Advanced features of the application will be presented such as: remote access and manipulation, synthesis of new experiments, connection to external sensors. The presentation will be made by Chalkiadakis Kostis, Physicist (MEd) in charge of EKFE Rethymno, who is the translator and ambassador of the application in Greece. It is recommended that you download the app to your mobile phone before the presentation.
Schools study Earthquakes
Greece is the most earthquake-prone country in Europe, so its citizens – from an early age – should know the consequences of an earthquake and the ways of protection both before, during and after. As far as the school community is concerned, the development of "anti-seismic" awareness and behavior in teachers and students with their constant information and training is of decisive importance. For the above reasons, a methodical work has been started which aims at the systematic employment of students with Seismology through skills workshops. By participating in these activities, students will come into contact with the basic stages of the scientific research process, namely the design of an experiment, the collection and analysis of data and the publication of the results in the educational community. Activities combine student inquiry, science, creation and collaboration.
"Solar system" - A coding building project in Minecraft: Education Edition
This presentation is aimed at Primary and Secondary teachers with the aim of promoting the value of play-based learning in the educational process. The planets of our solar system are a subject in the 6th grade Geography course. Through the educational version of Minecraft students are differently inspired by a creative and inclusive learning journey, knowing concepts such as diameter, radius, size, sphere, planet. You will follow step-by-step both how to implement the activity through the educational game environment, identifying the creativity, and the visual programming & construction skills that the students developed in a three-dimensional world, as well as the final deliverable of their solar model .
"Geogebra 3D: Secondary school students study graphs with the help of augmented reality"
With the help of Geogebra 3D the students of the 2nd Lyceum place points and find straight lines on the plane. They then create 3D models and see them "live" in space with the help of augmented reality.
One-to-One learning model: How is a lesson in mathematics orchestrated?
In an era in which devices largely define the modern educational arena, while educators now have the experience and know-how to take the next step in the digital transformation of their schools, the emergence of a revolutionary pedagogical approach, compatible with today's technology capabilities, it becomes necessary. The search for such an approach led our school to the 'one-to-one' learning model. In this presentation, we will discover how the teaching time of a typical Maths course is structured as well as the lesson plan shared through OneNote to serve the objectives of the various stages such as assignment control and delivery.
Trigonometry in practice: Measuring the height of our school
Have you ever wondered how tall your school building is? Do you think a sophisticated measuring instrument would be necessary? Through programming we turned a Micro:bit into a trigonometric instrument, for calculating degrees. To measure the angle at which the top of the building is seen, it was necessary to use an object where it would provide focus. So we made and printed on the 3D Printer, a case with the possibility of optical focus. Finally, we did the math, recorded the measurements, and solved the equations, and the Pythagorean theorem made practical sense.
How many museums fit in one class? Museotek, an innovative culture platform for every school unit. Our experience
Museotek (www.museotek.net) is the first Greek digital platform that brings together a multitude of educational programs from leading museums and cultural institutions throughout the country with its content constantly being enriched. Our vision is the systematic contact of students with the museum educational experience regardless of limitations. The presentation focuses on the teacher's use of the platform as a learning tool. It is addressed to the entire academic community of education and culture.
Creating a comprehensive and immersive museum experience for students with the help of Minecraft Education: the example of Body Worlds
Minecraft Education is an educational tool that provides great freedom of movement and expression. In this paper, the creation of a virtual museum of the Body Worlds exhibition in the game is presented, as well as the interactive virtual visits made in the context of the Biology lesson. Particular emphasis is placed on how the virtual version of the exhibition enabled students to have a realistic experience, take notes and collect photographic material. Finally, it is presented how the students proceeded to consolidate the knowledge they acquired, completing synthetic tasks with the help of TEAMS and OneNote tools.
"With the new assistant technologies... I conquer the concept of time!". The contribution of new technologies to mastering the concept of time in Kindergarten
Time is an abstract concept and its teaching approach in Kindergarten is demanding because it is a concept that is more experienced than taught. Infants acquire time concepts through their experiences and their experiences, in a specific social context: first, through the senses and observing changes in themselves and the environment, then through memory, which recreates the events of past and finally through complex mental processes, which predict future events. Planning with a holistic perspective and using appropriate supervision tools are the key to successful teaching. The game remains the dominant teaching medium and in addition the fairy tale and the arts assist while the greatest enhancement is achieved by the integration of the new technologies both in the creation of supervision and as independent activities.
Cultivating Technology and Science Skills in Early Childhood Education: The Case of Out of Eden Learn-inspired Skills Workshops
Technology and science skills are essential tools for Kindergarten children to see their ideas work, make responsible decisions, and solve authentic problems that concern them. The presentation will analyze the framework for cultivating skills through the learning principles and the toolbox of the "Out of Eden Learn-inspired" Skills Workshops developed by the CoSyLab research group of the Department of Digital Systems of the University of Piraeus. Also, examples of implementation from Skills Workshop Programs for the Preschool level will be presented related to the thematic section "I create and innovate. Creative thinking and initiative" and in particular the Subject "Educational Robotics" and their connection with the New Curriculum will be documented.
In the time wardrobe of Art, Sculpture takes us on a journey... Interdisciplinary and multimodal activities on the subject of Sculpture in Kindergarten

The art of Sculpture has no limits... Our young students got to know the art of sculpture, were inspired by great sculptors and with the help of modern technology created their own electronics and not just sculptures. The approach to the subject was transdisciplinary and experiential. Language, mathematics, history, art, culture, English, IT, robotics, theatrical play and music formed the basis for the organization of a program particularly attractive to Kindergarten children!
Educational robotics in the "journey of Energy". Project presentation of the challenge robotics group of Avgoulea – Linardatou Schools
The team of the robotics group of Avgoulea - Linardatou Schools will present their work as part of the FIRST LEGO League - SuperPowered competition. This year's theme of the competition that the students were asked to consider is the production, distribution and storage of Energy. Educational robotics is connected to STEAM education and intersubjectivity. Students learn to operate according to fundamental values of the 21st century with fun not missing at all from the educational process.
The utilization of mobile learning and educational applications of mobile devices in the educational process
Cutting-edge technologies such as mobile learning, virtual and augmented reality, etc. are in the foreground and their use is increasing more and more. Mobile learning is any form of learning that takes advantage of the capabilities offered by wireless portable technologies. In the Elementary School of the College of Rhodes, mobile learning is supported by gamification applications of learning (quizzes, digital games, Escape Room), with applications for the production of digital, interactive material by the students (Canva, PicsArt, Genial.ly etc.) .), for research (Google Lens, Augmented Reality, etc.) to solve problem situations for STEM education, programming and operation of Robots – Robotics and augmented reality educational games based on location – local history. In conclusion, the presentation will analyze how mobile learning and mobile device applications help, enrich and empower the educational process in all the elementary classes of Rhodes College.
From OneNote... to Teams or how we can organize our classroom and get... organized!
The rapid development of new technologies multiplies the sources of knowledge as well as the means by which the modern teacher has the possibility to teach. OneNote is our….digital assistant that allows us to easily and quickly organize our course material in an interactive environment. Teams is a communication and collaboration platform for teachers and students compatible with all Microsoft educational tools and programs. How can we combine these two tools to facilitate our work and achieve our goals?
Literature on the keyboard
Proposals for teaching literature using the internet are presented. The trainee teachers:
i. they will follow the navigation in the rooms of the artsteps virtual museum and they will navigate in a teaching proposal model for the short story of D. Hatzis, Sioulas the Tobacconist
ii. they will identify principles of teaching literature through the didactic example (Str. Myrivili, Mystiki Paparouna) posted on the e-me platform in the context of the project: Rapid training of teachers in distance education (T4E). They will then navigate through the applications and exchange ideas for use in their lesson.
Bringing history to life. Ancient history...digital reality!
The use of a digital book, combined with augmented reality practices, enables each student to be able to bring the story to life in front of their eyes with one click. To see additional information, images, sounds and videos on the screen, making the educational process a game. Listen to historical definitions, podcasts and turn the history lesson into an exploration tool through the history lines. To see the history lesson in a sequence through a multitool. Various technology tools like Anchor, Flipgrid, Genial.ly, Sketchfab on Flip HTML5 are involved. Is this how we read history better?
Detection of language and learning difficulties in Kindergarten and 1st Primary through the short detection versions of the LOGOMETRO
Authors: F. Antoniou, A. M. Ralli, A. Mouzaki
Summary: Oral language and literacy skills are the primary tools for understanding and communicating with the world. They lay the foundation for children's academic achievement and social development. However, language disorders and literacy difficulties are the most common problems in Kindergarten and the first grades of Primary School. The aim of this presentation is to highlight the ability of the LOGOMETRO language assessment tool to form the basis for the valid and reliable detection of Developmental Language Disorder (LDD) and high risk for the occurrence of Specific Learning Difficulties (SLD) through the use of its individual tests. Through the comparative study of groups of children with equal characteristics (gender, age, socio-economic and educational background) two short exploratory versions were created. The results of the relevant study highlight those individual tests that validly and reliably identify children with ADHD and EMD.
Dysgraphy and Technology

Writing is one of the important skills for the student. Recently, more and more students have been diagnosed with dysgraphia and, as a result, have difficulty meeting the ever-increasing demands of school. Through this work we will try to investigate the causes of dysgraphia, how to evaluate it, as well as the exercises - beyond the classic graphomotor exercises - that can be used to restore the problem. As a complementary - alternative means, the modern special devices for recording the movement of the upper limb and the end of the hand (wrist and fingers) as well as special softwares that have been used in the EEEFT program in the Municipality of Chalandri for children 4-12 years old will be presented.
Chemistry: From Augmented Reality to 3D Modeling
In the augmented reality laboratory of Chemistry we had experimented with chemical compounds, nomenclature and depictions of chemical compounds, where the material environment of the user was enriched with virtual elements, creating a mixed reality, in which material and virtual elements exist at the same time. This year, the field of exploration is organic chemistry where not only 3D models are used, but 3D models are created. Organic chemistry equations will take on a realistic form, depicting their links-molecules-connection in space
It is addressed to science teachers.
Robotics using Micro:bit in High School
The workshop is mainly addressed to IT and Technology teachers:
- The Micro:bit board will be presented
- We will program the Micro:bit with Microsoft Make Code and with other programming languages such as MicroPython
- Robotic constructions with integrated Micro:bits will be created and programmed
Physical Computing and Virtual Instruments
In the workshop, the participants will get to know the process of designing and developing onto-computing systems with interface of virtual instruments through LabVIEW programming. The participants will be active in simple experimental applications of measurements of physical quantities in the fields of Natural Sciences and Technology for Secondary Education.
Picture in the mixture: The "mixing" of image and speech in language courses using PIXTON
A workshop of the PIXTON program for the use of comics in the teaching of philology courses. Examples of the application of the program will be presented in the courses of Literature, Antiquities and History.
Developing scenarios for narrative games with the Twine platform
In this workshop we will focus on writing and implementing a basic script for digital games. We will deal with the choice of theme, time frame and narrative features and analyze the design of the action, with the aim of creating a strong plot that will help the player identify with the hero and his purpose. The basic implementation will be done on the Twine platform, in which we can create simple or complex narrative games, without requiring advanced programming knowledge.
Microsoft OneNote & Insights: 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 e-notebook act as a blank canvas that allows us to organize notes and enrich our material using a variety of tools such as audio recording or inserting an online Quiz. The initial objective of this workshop is to explore how we can structure a lesson plan in OneNote using various learning tools and at the same time how the application automatically organizes a personal workspace that is friendly, favorable and efficient for the dynamics of each student regardless of age or learning difficulties that possibly faces. In a second stage, we will familiarize ourselves with Microsoft's data analytics tool, Insights, which offers the teacher a holistic picture of the difficulty points of his students in order to implement intervention or prevention strategies.
Creating interactive educational games with the Wordwall platform
The Wordwall educational platform gives every teacher the opportunity to easily create interactive digital games for all subjects. The teacher can create digital interactive crosswords, matching exercises, quizzes, fill-in-the-blank exercises, as well as video games to motivate students and actively engage them by developing a positive attitude towards the learning process. In addition, it is a tool that gives the teacher the possibility to evaluate in a more alternative and playful way the knowledge of his students. The purpose of this workshop is to present the various typologies of activities and their respective educational use, as well as to help participants create their own interactive games according to their specialty and the needs of their students.
Create videos with standard solved physics exercises using simple software
We will see how we can create videos of exercise solutions with simple software such as Microsoft Office and ways to share them with students.
Canva for Education, a powerful tool that fosters creativity and collaboration through the use of multiple representations
Canva for Education is a simplified yet powerful presentation creation platform with easy-to-use and stunning ready-made designs for any curriculum or grade level, plus editing tools! You and your students can create your own lesson plans from scratch or choose from a library of thousands of high-quality teaching templates that serve different learning objectives. From brainstorming as a team working collaboratively to creating individual projects, Canva for Education has many uses both in and out of the classroom. Think of Canva for Education as your own virtual classroom where you can discuss an assignment, help clarify assignments in real-time, let students make collaborative decisions and submit a complete digital narrative, and provide feedback, all in one place.