E-coding curriculum for Environmental Education for teachers is now available. MINIMIZING CO2 EMISSIONS IN TRANSPORTATION

Another innovative educational materials based on e-coding has been released. FitDIGIT partners prepared interactive educational resources that possess the variety of innovative features necessary for modern education at schools.

First of all, the educational materials are highly efficient, that will allow teachers to make the learning environment more energetic and active during the classes.

Secondly, the educational materials are prepared in a way that ICT use is at the heart of every lesson. Sustainable green environmental games designed in Scratch programming are included in the courses and provide interesting examples of exercises, challenges and tasks for kids.

Last, but not least, thanks to these materials teachers, trainers and students can identify and plan the Scratch game design process.

The Handbook covers a variety of topics for transportation efficiency, written in a user-friendly way for non-specialists in the field. Some of the topics being covered in the Handbook include:

-          Understanding transportation emissions

-          Efficient route planning and optimization processes

-          Promotion of alternative fuels

-          Integration of Electric Vehicles (EVs)

-          The utilization of the public transportation

-          Sustainable Travel Choices and Lifestyle

-          Community Collaboration for Sustainable transport.

 

We encourage all schools, teachers and educators to use the materials in their daily activity. 

FitDIGIT educational materials tested in Italian schools

Our colleagues from the Instituto Compresive Borgetto Partinico have used the FitDIGIT classes and educational materials for the first time.

During their daily activities they performed 9 classes with over 250 pupils in total, where they were providing practical examples of environmental protection related to plastic. Based on FitDIGIT educational materials on sustainable environment and plastic reduction and story telling activities they prepared interactive lessons and classes.

The extra activity within FitDIGIT, i.e. the organisation of the exhibition took place, where territorial network partners were also invited.

We encourage you to watch the video-relation from the events!

Educational materials for teachers and exemplary lessons for pupils based on coding in the topic of circular economy are available

This Handbook is the 3rd element of the second Part of the educational materials, and it provides insightful and innovative information about circular economy in our daily life - what, how, when and the consequences for the environment.

These educational materials are divided into the following parts:

- Theoretical part – presenting theoretical materials on circular economy - for teachers;

- Practical part – examples of programming exercises related to circular economy based on scratch – for pupils;

- The third part presents the lesson plan, and it is supported by

- Quizzes, and

- Exemplary video materials and games to be used during classes.

At the end of the lesson pupils should acquire the knowledge, skills, and competences related to circular economy. They will learn how to apply circular thinking and how to successfully and effectively introduce circular practices into their everyday life.

 

We encourage all teachers and pupils to go through the document and use it during their classes.

With the following attachment. Please make sure the firat page is seen on the side.

Climate change and its impact on animal lives in forest and water - new Handbook for teachers and pupils

This Handbook is the 4th element of the second Part of the educational materials, and it provides insightful and innovative information about climate change and its impact on the lives of animals in forests and water.

These educational materials are divided into the following parts:

  • Theoretical part – presenting theoretical materials on the topic – for teachers;

  • Practical part – examples of programming exercises related to changes in the animal lives caused by climate change created in scratch – for pupils;

  • The third part presents the lesson plan, and it is supported by

  • Quizzes, and

  • Exemplary video materials and games to be used during classes.

We encourage all teachers and pupils to go through the document and use it during their classes.

FitDIGIT educational Handbooks and classes scenarios for teachers based on story telling approach are released!

Farm to fork initiatives aim to create a more sustainable and resilient food system by strengthening local food networks, supporting small-scale agriculture, and promoting healthier eating habits.

 

This Handbook, being addressed to teachers, with materials to be used during classes, is aimed at emphasising the importance of sustainable choices in educational setting.  To our best knowledge it is the first attempt to bring EU “From Farm to Fork” initiative to schools.

 

The Handbook covers a variety of topics, which give a comprehensive view about the importance of sustainable choices in our lives from early ages. The topics covered include the presentation of the processes from seed to plant, the farmer’s role in the sustainable production of food, the power of plants, the ideas of sustainable kitchen (like smart shopping, eco-friendly eating habits, or no-waste activities).

 

Each chapter contains examples of activities on how to engage students to increase their knowledge and awareness of the sustainable consumption, as well as examples of DYI projects, ongoing learning, or engagement of local communities.

 

This is a truly innovative and interesting Handbook and we encourage all teachers to benefit from it.

A green adventure. From farm to work: the use of e-coding in teaching European values.

Farm to fork initiatives aim to create a more sustainable and resilient food system by strengthening local food networks, supporting small-scale agriculture, and promoting healthier eating habits.

 

This Handbook, being addressed to teachers, with materials to be used during classes, is aimed at emphasising the importance of sustainable choices in educational setting.  To our best knowledge it is the first attempt to bring EU “From Farm to Fork” initiative to schools.

 

The Handbook covers a variety of topics, which give a comprehensive view about the importance of sustainable choices in our lives from early ages. The topics covered include the presentation of the processes from seed to plant, the farmer’s role in the sustainable production of food, the power of plants, the ideas of sustainable kitchen (like smart shopping, eco-friendly eating habits, or no-waste activities).

 

Each chapter contains examples of activities on how to engage students to increase their knowledge and awareness of the sustainable consumption, as well as examples of DYI projects, ongoing learning, or engagement of local communities.

 

This is a truly innovative and interesting Handbook and we encourage all teachers to benefit from it.

E-Coding, Video Gaming, and Digital Ideas for Environmental Sustainability

This handbook gathers several innovative examples and ideas from the world of video games, social media, and digital activities to support teachers' learning activities on environmental sustainability. The handbook contains two sections: the first one considers the theoretical treatment of the relevant issues, and the second outlines the practical activities to be carried out in the classroom with students. It consists of seven educational modules, each addressing a specific topic related to environmental sustainability:



- Module 1: Environmental education and sustainability challenges


- Module 2: The linear and circular economy compared


- Module 3: The Rs of the circular economy


- Module 4: The impact of the circular economy on the environment


- Module 5: "Greenwashing": a false friend of the circular economy


- Module 6: Circular is possible: stories of the circular economy


- Module 7: Creations of e-coding exercises

A pedagogical approach is used for its creation, based on four different stages:

1. Emotional involvement: This involves watching images or films, listening to songs, reading stories or specialized texts with a strong impact, or playing a game with the aim of capturing the attention, minds, and hearts of the students.


2. Personal considerations: This stage stimulates and collects impressions, feelings, opinions, questions, and objections. Children need to move beyond mere emotional impact to begin reasoning about what they have seen/read/heard, to think, form an opinion, investigate, and ask questions.


3. Information gathering and analysis: The personal reflections and questions that have emerged must become a stimulus for deepening, analyzing, and researching information (in our case, the two different economic models and related examples).


4. Final practical activity/project: The teacher has the task of accompanying the students in exploring the problems that afflict the world, but must also offer guidance, showing direction, and support. For each problem, a possible solution will be sought.

FitDIGIT educational materials tested in Hungarian schools

Our colleagues from the Érdi Szakképzési Centrum Százhalombattai Széchenyi István Technikum és Gimnázium have used the FitDIGIT classes and educational materials and tested them during their classes with students.

 

Based on FitDIGIT educational materials on sustainable environment, CO2 reduction, circular economy and  e-coding activities, the classes were provided. Teachers tested different classes scenarios, and students were using e-coding tools and examples.

 

After the classes teachers and students discussed the usefulness of the materials in daily activities and evaluation questionnaires were filled and results presented.

 

We hope all students enjoyed the classes, and benefitted from the knowledge gained.

Students benefiting from FitDIGIT educational materials – new testing activities accomplished

On February 2024  MURTUNA GAZİ SECONDARY SCHOOL organized a series of events encouraging kids to talk about the climate changes, reasons, consequences and its impact on animals’ lives.

 

The activities included meetings with teachers, where the impact of climate change on animals has been presented. Students took part in diverse brainstorming sessions, showing how to combat climate changes.

 

Practical activities have been performed, like cleaning the neighbourhood, planting trees, or awareness raising campaigns in the neighbourhood.

 

The presented video summarises FitDIGIT partners’ activities.

Second FitDIGIT training for teachers accomplished successfully.

On the 8th of April, 2024 the second FitDIGIT training for teachers has been accomplished successfully.

Organised by FitDIGIT partner – Erdi Szakkapzesi Centrum Szazhalombattai Szechenyi Istvan Technikum es Gimnazium, it brought together 30 teachers with the aim to familiarize them with the FitDIGIT objectives, educational activities and educational materials.

 

All the FitDIGIT educational materials were presented and the discussion about its relevance took place.

 

Teachers filled in the internal questionnaire on the significance of the topic, which results are going to be analysed and presented in the form of the policy paper to the public.

FitDIGIT trainings among teachers kicked-off!

On the 9th of April, 2024 the Instituto Compresive Borgetto Partinico organised a training for teachers presenting educational materials produced within FitDIGIT project.

During the training teachers got familiar with the structure of the trainings, their aims, the usage of the story telling approach and e-coding approach during teaching activities.

The topics of the Handbook were presented, the theoretical parts, as well as the practical exercises, which can be used during classes.

Also the examples of educational activities implemented in other schools were discussed.

Some findings from the performed trainings within FitDIGIT were also shown.

In the end, teachers discussed the potential usage of such educational materials. The discussion took place about the general importance of the inclusion of such materials in the educational curricula.

The conclusions were that there are more and more initiatives of similar type, with very interesting and informative materials. However, the conceptual approach in all such initiatives is missing, which does not allow teachers to spend enough time on the proper education.

5th Project Training in Százhalombatta, Hungary

Project partners took part in the 5th FitDIGIT project training on interdisciplinary education practices for sustainable green environmental education.

The three- day training was rich in collaborative activities and events, starting from the workshop organized by the Hungarian society for Environmental Education (HSEE), and followed by a series of discussions.

During the practical part of the training, teachers took part in the e-coding activities combined with art creation and trash art activities. They were supposed to elaborate their own class activities based on the knowledge gained during the first part of the training and to improvise how to implement them during their lessons.

In the second part of the training, good examples and practices from their own experiences of using STEAM and e-coding were presented. Then they were followed by cultural and educational collaborative activities. They visited the Trash Art Museum in Budapest. The results of the project were presented to one of the biggest Hungarian company MOHU MOL Waste Management Zrt. In exchange the company prepared a presentation on collection, treatment and recovery of municipal solid waste from public services and institutions in Hungary in line with circular economy principles.

In the end the discussions about the potential use of the knowledge during classes was discussed and the ideas on how to implement the innovative classes into regular educational pedagogy were collected.

FitDIGIT project in Hungarian media

We are extremely pleased to inform you that the results and activities of the FitDIGIT project training gathered an interest of the local media.

During our 5th project training  in April 2024 Halom Televízió, a local public television station based in Százhalombatta, prepared very interesting transmission on the FitDIGIT aims, activities and results, by showing them in a more general European context. By presenting the European values, the speakers- teachers, specialists and students – were talking about the need of the green transition combined with the e-coding, and STEAM and the necessity to implement it at the local educational level.

We encourage all of you to see the fantastic training being organised by our Hungarian partner, and to find our more about the project results. The transmission starts from the minute 38:45. Enjoy!

The Palermo project training on e-coding

In May 2024, a fascinating training on e-coding and environmental challenges took place in Palermo, at the Scuola Media "Borgetto". During a three day event over 20 teachers from partners organisations and 50 students took part in the interactive courses. The meeting began with a welcoming ceremony featuring traditional Sicilian folk dances and songs performed by students aged 11 to 13, serving as an icebreaker to foster participation among Erasmus participants and the local community.
 
The first coding activity, "Unplugged Coding with Pixel Art," involved children aged 5 to 10 creating models of Earth and the European flag using recycled materials. This activity highlighted the importance of early coding and problem-solving skills.
 
The second activity, a game called “Find the Right Waste Bin,” involved primary school students and Erasmus partners in a coding challenge on a floor grid, where teams directed a player using colored arrows. Erasmus participants acted as referees.
The third activity featured Scratch programming for students aged 11 to 13, using a robot called Photon that responded to programming commands. This encouraged programming and problem-solving skills.
 
The fourth activity utilized an immersive classroom tool, enhancing learning through virtual experiences, particularly beneficial for students with disabilities.
Finally, secondary school students presented a permanent exhibition titled “The History of Plastic,” discussing plastic use in a Circular Economy. They conducted scientific experiments, including a multi-sensory activity where partners identified aspects of a biodegradable plastic bag, promoting engagement and curiosity.

The "Innovative Educational Governance for the Green Future in a Digital World"

The "Innovative Educational Governance for the Green Future in a Digital World" handbook serves as a resource for stakeholders and educators to understand and overcome barriers to implementing innovative initiatives like FitDIGIT.

Main Goals:
1. Examine Implementation Barriers:

The handbook identifies structural obstacles to integrating programs like FitDIGIT into traditional curricula, such as government restrictions, inadequate teacher training, and poor technology infrastructure.

2. Explain the Importance of These Programs:

It emphasizes the necessity of incorporating environmental and digital education into mainstream curricula, highlighting benefits like increased environmental awareness and student engagement.

3. Provide Usable Suggestions:

The handbook references training materials and feedback from the FitDIGIT project, offering practical insights based on successful outcomes and challenges faced.

4. Promote Increased Assistance from the EU:

A key recommendation is to enhance EU support systems, like the Erasmus program, to better meet the diverse needs of educators and ensure the viability of digital and environmental education initiatives.

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