Creative ICT Teaching to Motivate for Learning.

Erasmus+ KA2 Strategin Partnerships project Nº2020-1-ES01-KA227-ADU-096124

This project has been funded with support from the European Commission. This publication (communication) is

the sole responsibility of its author. The commission is not responsible for any use that may be made of the information contained herein.

COORDINATED BY

PARTNERS

PROJECT CONTEXT

The CREATIT project is related to the fact that today’s societies require individuals to deal with the complexity of many diverse tasks and situations on a daily basis.

What are the key competencies that individuals should acquire?

The European Commission (2007, 2016) specifies the key competencies of the citizen of the 21st century: where digital competence and creativity are included among others. At first, creative competence was associated exclusively with studies in the arts and humanities, but later it was extended to other disciplines of a more technical nature, maker and closely related to digital competence.

Several European frameworks set a standard for creativity and innovation based on digital competence and the creative use of technology for problem solving. And there is also an interrelationship between creativity and collaborative work driven by the use of digital competence.

GOALS

1) To develop an effective collaborative teaching strategy that results in collaborative learning in adult educational contexts.

2) Promote creativity based on the development of creative digital training content to help adult learners improve their competencies, motivate them to learn and foster lifelong learning.

BENEFICIARIES

The project is aimed at adult students at the secondary school level, between 18 and 25 years of age, who have dropped out of school and are at risk of social exclusion due to immigration or dysfunctional families.

The learning contents are classified into five topics

1) Video clip production

2) Creative app design (mobile, tablets and PC)

3) Realization of video games

4) Development of webcomics

5) Creation of Interactive Readings

RESULTS

The main outcome of the project is expected to improve students’ motivation to learn based on the development of creativity, the use of digital competence and a collaborative teaching and learning strategy.

BYOD TREND AND HEADING

Nowadays we all have smartphones, it is very important that mobile devices and their applications are easy to use. The rise of individual computing and BYOD (bring-your-own-device) programs in schools means that students can access digital learning resources enhancing creativity, digital competence, motivation and cooperative work.

At CREATIT, the development of mobile applications will focus on functionalities that enhance student-centered learning and the role of the teacher as a guide.

Finally, rubric-based assessment provides the teacher and student with a tool to conduct meaningful criteria-based assessment.

Such an assessment provides the student with a clear picture of his or her learning and areas of potential growth. Also, rubrics help limit teacher subjectivity by encouraging reflective representation of learning objectives.