The confinement imposed by COVID-19 has led to innovative digital education practices and we shared them with the rest of the educational community at enlightED.
During enlightED Virtual Edition 2020, a selection of best practices from the school, university and corporate environments were presented and selected by an Evaluation Committee.
Innovative teachers' network is an open system for the identification, registration and dissemination of good practices and educational innovations intended to serve as a reference model for other teachers, created by the Peruvian State. This allows feedback to be provided to the national education system and offers the possibility to form a community of teachers who exchange experiences and improve their practices, learning from each other.
The Agile Programme is an innovative digital learning experience designed to make agile methodology training more accessible to professionals around the world. A solution based on microlearning, gamification and storytelling, which provides an opportunity to master the subject by spending just 15 minutes a day, at an individualised pace, from any device and with a much more affordable investment.
Mostra ImpulsFP is an event that emerged in 2020 with the aim of making FT talent visible and promoting entrepreneurial projects developed by students and teachers from all over Catalonia. The Mostra used exhibitions, round tables, speakers and audiovisual resources to show that vocational training is an agent of change that has been able to respond to extremely adverse circumstances such as the current pandemic.
Breach for Billions is a methodology for creating entrepreneurship programmes from scratch, with the support of a community made up of partners and organisations from all over the world, other entrepreneurs and online incubators, generating ecosystems for interchange and business. Its vision is to democratise access to the entrepreneurial adventure by providing knowledge and resources.
“Your school at home”, from the Iruaritz Lezama Foundation, is a programme which, as part of the Ebi Teaching System, responds to the continuity of the teaching and learning processes in a non-attendance at school mode. With the student as the centre of the learning process, the Ebi pedagogy makes it possible to personalise the learning process so as to understand the motivation, knowledge and skills of each student and to enable each one to develop his or her full potential.
#girlsgonna - create, code, have fun is an experience that was created with the aim of reducing the gender gap in the digital sector, giving visibility to female role models within the scientific-technological fields. All this is achieved through fun-learning and the use of creative technologies.
The Covid-19 Virtual Contingency Plan from the Foundation for the Development of Nursing (FUDEN) is a project led by nurses but formed by a large interdisciplinary team, which emerged during the most difficult times of the health crisis in order to provide comprehensive and immediate responses to the needs of health workers. By means of a virtual space, FUDEN aims to care for the caregivers and to provide them with professional training to enable them to work in a situation of uncertainty, stress, lack of knowledge and change, by means of useful and important tools and information, both in the emotional and social-family environment.
Technovation Girls is a non-profit organisation dedicated to promoting leadership and technological entrepreneurship among girls and young women. Based on the identification of a local problem or challenge, the students have to devise, design and produce a technological solution for it with the support of the teachers and the family.
A tool for evaluating and reflecting on learning and the use of technology in educational environments, available in the 24 official languages of the European Union. This is a European Commission project for educational innovation and digital literacy, offered as a free and open service to help schools incorporate emerging technologies into teaching, learning and student assessment.
A project for bringing the knowledge of different cultural expressions closer to the students through new technologies. With nature as the common thread, the students have been able to interrelate their feelings/emotions with the various forms of artistic expression such as works of art, books, Emotionaries, theatrical performances and musical works.
ValPat - STEM Youtube channel or how a girl and her teacher in Huesca created a digital channel to teach technology to children all over Spain through Youtube live feeds. With programming, 3D printing, electronics, robotics and mathematical content, ValPat has managed to produce 100 videos consecutively, amassing sessions with hundreds of connected children from all over the world and thousands of messages of thanks.
FuturEduSpace Chile arose in response to the problem of school infrastructure in the Biobío region of Chile. The project hopes to improve the quality of school education in the area through innovative technologies that make it possible to build learning spaces that encourage pedagogical innovation.
The construction of a demonstration educational space prototype will allow teachers to explore the effect that an innovative environment has on learning and will also provide them with a technology pack consisting of a design and construction manual and technical specifications.
Better connectivity and technological solutions adapted to a plan tailored for the school in coordination with families have helped Colegio Bristol in Madrid, belonging to an Educational Group based in Ireland and Spain, to pass with distinction the completion of the course despite difficulties.
Faced with the educational emergency, student learning shifted from a face-to-face to a virtual format. SantillanaLAB saw the need to organise sessions to support the educational community in the face of new challenges, and to understand where Santillana could add value, designing a more open experience and introducing live digital co-creation tools. And offering the possibility for users to use it on demand.
Battlestar Galactica is a Biology, Geology and Geography/History gamification project for 1st year Secondary Education, with a narrative inspired by the series of the same name. Through work groups called "squads" and with various missions and challenges, students acquire the core content of the subjects by following the story line.
In view of the need to stimulate empathy when the other person is far away, this project, carried out by the Northfield School was based on the idea that each student would produce a project to change places with someone in quarantine for one day. Thus, working in small groups of 4/5 students, they worked on awareness, empathy and what to do with and for others in a time in society when these values have taken on special importance.
Smart School Alliance is a technology services, tools and projects alliance, created by the Taiwanese Ministry of Economic Affairs, to provide innovative educational services using live Internet broadcasting. Thousands of students in small schools and in remote areas can thereby have access to the contents for a more global vision of the world.
It also provides a wealth of resources from museums, publishing houses, training agencies, technology companies and NGOs to create a more comprehensive and globalised curriculum that connects the student's learning to the world.
This initiative arose out of a need to unite Europe's different education systems and to get teachers and students to work together in an interdisciplinary way, transcending their cultures and borders, in response to the challenges we face as a society. With this initiative, students will be able to create their own programmes with the aim of acquiring the necessary skills for their personal, social, civic and professional development in a changing world. In turn, they will have the opportunity to connect with teams from different disciplines, experts, etc. making lifelong learning a reality in Europe.
Meet Jop is an educational assistant based on artificial intelligence that can be connected to any online learning system. In this way, teachers, parents and students in K-12 and higher education can use a question and answer chat to organise their homework, content, marks, etc.
Machine & Human Learning is an AI-based initiative that seeks to provide solutions to problems generated by the pandemic, mainly those generated by teleworking, changing routines and a decrease in physical exercise. Developed by students from the Business School at San Francisco de Quito University and by José De Souza, the solutions are scalable and free to use by society and aim to provide tools to create good daily habits in the new normality brought about by the pandemic.
Created by the research group Lifelong Kindergarten at MIT, this is a free online course and a global community of educators, designers and experts exploring creative learning through projects, passion, colleagues and play. LCL is offered in multiple languages and is a space for educators to learn by doing, to reflect on the creative process, connect with each other and to explore coding as a form of fluency and self-expression.
Confid Unlocked, a spontaneous, real and social project that creates a synergy between the learning of talented young people and the needs arising from a problem in our society: the closure of small shops due to Covid-19. The result: the project has been able to cover 14 establishments, with 8 communication plans and 6 websites, and the students have been able to work on a project that offers real solutions, helping one of the economic sectors most affected by the confinement.
The Future Game by DOT Coop is a game-based action learning experience in which young GenZ and Millennials work as a team to address the United Nations ODS and create solutions that have an impact on their environment. The project was created with the aim of training young professionals to be agents of change, to promote the creation of new ideas and projects with a social and environmental impact, and to create an ecosystem of organisations and "voices of the future" to tackle the most exciting challenges that lie ahead.
The Covid-19 health crisis triggered the need to transform practical, classroom-based activities into a virtual format, but without losing experiential learning. Thanks to Blackboard Learn and virtual and augmented reality simulation technologies, the European University has managed to digitally transform the experience of classroom-based practical activities by developing transversal skills such as critical reasoning and decision making.
During the lock-down, and under a campaign called "Let's Go Digital", the Learning Hub platform made a series of programmes, based on 4REAL, available to the public, free of charge, with the aim of helping companies and teams and of minimising the impact of the pandemic. The programmes revolved around needs detected by the Cegos Observatory: management of remote teams, development of virtual meetings, stress management, digital marketing, etc.