Z Generation in Digital Classrooms Erasmus Project
General information for the Z Generation in Digital Classrooms Erasmus Project
Project Title
Z Generation in Digital Classrooms
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Strategic Partnerships for Schools Only
Project Call Year
This project’s Call Year is 2017
Project Topics
This project is related with these Project Topics: ICT – new technologies – digital competences; Creativity and culture; Research and innovation
Project Summary
Since teachers of 21st century address to children of technology, they have to keep up with educational reform all around the world.Since technology became aninseparable part of our lives, there are big differences between teaching tools and materials used before and the ones being used today. Smart boards took the place of blackboards and students have become more and more interested in technological devices. Statistics show that,majority of the Z generation between ages 6-10 are using computers/tablets, internet and mobile phones.Class environment started to seem boring for the students getting used tothese colorful and rapidly and continuosly changing images. Because, lessons are not as colorful as the games on tablets. So, teachers and educators began to look for ways of using technological devices and especially smart devices in the class and for learning activities to improve students’ cross skills. Our students’ interest in web technologies and teachers’ being open to innovation and changes is an obvious fact of today.
We believe that usage of smart devices/tablets and web 2.0 tools at educational environments is an effective tool to keep up with developing technology and Z generation. Starting from this point of view, we formed our project team including Turkey, Poland, Romania, Portugal and Italy.
Below are the activities we will perform with our students aged between ages 6-10;
-Creative Writing activities using Book Creator and Toondoo” applications,
-Assessment And Evaluation activities using “Kahoot and Class Dojo”
-Augmented Reality activities using “Aurasma” application,
– Coding activities using “ScratchJr” application
These activities will provide students with the opportunity to produce knowledge and share their knowledge interactively, they will be able to study actively and reach top levels of their interest and motivation in this educational environment. These educational environments will provide them with an appealing and unforgettable experience. After inclusion of smart devices/tablets and web 2.0 tools to education and training, teachers will help students to be more active and interested in lessons.
Our students will have the chance to observe and experience these applications together with their peers from different European countries. Students will benefit from the project in all activities of which they will take part actively. They will enjoy seeing the products created by the project activities and the success they gained with their own efforts.
Students will communicate, cooperate and interact with their peers from different countries and they will improve their foreign language skills. Since our project will unite schools from different European countries, we will be able to experience good practices, education and training environments and usage of technology in these countries and ideas will be exchanged.
We will create a project website and we will use printed and visual press, social media and e-twinning platform actively to help more people to benefit from project results.
EU Grant (Eur)
Funding of the project from EU: 121930 Eur
Project Coordinator
Reha Midilli Ilkokulu & Country: TR
Project Partners
- SCOALA GIMNAZIALA I.AL.BRATESCU VOINESTI TARGOVISTE
- AGRUPAMENTO DE ESCOLAS JOSÉ RÉGIO – PORTALEGRE
- IC 47° Sarria Monti
- Szkola Podstawowa im. M. Kopernika w Czaslawiu

