Saturday, 22 February 2025

 

VET Education & AI


NETIQUETTE RULES

Through this project, students will learn what artificial intelligence is and how to use it in learning. Students will participate in several groups and explore the impact of AI on education. Several joint online meetings will be held to see the joint results. Web tools and AI tools will be used in the work. Important dates throughout the year will be marked.

TwinBoard with netiquette rules uploaded by eTwinners: TwinBoard (TwinSpace virtual Wall)

INTERNATIONAL TEAMS

Join an international workteam and enjoy while collaborating and researching with eTwinners from Croatia. Please, include the information:

Name - Avatar made by AI - City and Country - Short description - Remember to vote for the name of the team you join. International eTwinners teams

In our amazing learning adventure, eTwinners implemented some pedagogical approaches that enhance their learning and made them more meaningful.

 PEDAGOGICAL APPROACHES

These approaches are integrated with digital technologies, active methodologies and flexible learning environments aimed at creating engaging and effective learning experiences for etwinners. Here are some examples of key pedagogical approaches used in our eTwinning project:

Active learning: Encourages eTwinners' participation and engagement in the learning process through various activities, such as discussions, gamification activities and debriefing and reflaction online meetings.. 

https://www.jcu.edu.au/b/current-students/learningcentre/during-the-study-period/active-learning,-note-taking,-and-effective-reading

input-output

 Collaborative learning: Fosters teamwork and interaction among eTwinners from different countries, allowing them to learn from each other and share ideas. 

Project-Based learning: Centers around our current eTwinning project that requires them to apply their knowledge and skills in a real-world context, promoting problem-solving and critical thinking. 

Gamification: Some of the knowledge acquired in this project was used to create a scape room and to reflect on images that this kind of artificial intelligence creates (not enough currently to diagnosis

Interdisciplinary learning: Connects different subjects and disciplines in international eTwinners' teams, allowing them to explore AI topics from various perspectives and develop a broader understanding of the subject matter. 

Digital rational use to learn: Utilizes digital technology to enhance learning, including Artificial Intelligence and Augmented reality 

Innovative teaching methods: Incorporates new and engaging teaching methods, such as reality simulation and use of avatars made by AI tools to protect their identity

Constructivist learning: Focuses on eTwinners'-centered learning, where they actively gain knowledge through their own research from reliable sources, experiences and interactions. 

Reflective learning: Encourages eTwinners to reflect on their learning process and their own learning styles, promoting self-awareness and continuous improvement. 

PROJECT PRODUCTS

  1. Infographics
  2. Presentations
  3. Google Form
  4. Microsoft Form
  5. Post on forums
  6. Post on virtual dashboards:
    1. Padlet
    2. TwinBoards
  7. Digital book to gather the main activities in the project:
    1. Plan, evaluation at the beginning and at the end of the project
    2. Digital products
    3. Research and results

https://school-education.ec.europa.eu/en/etwinning/projects/vet-education-ai/twinspace/pages/analysis-results







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