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A Multiplier Event on "The Implementation of Game-based Learning in Primary Education" was held with great success on Tuesday 27 February 2024, at the Cultural Centre of the Municipality of Trikala, organized by the Primary Education Directorate of Trikala in collaboration with the Thessaly Development Centre, in the framework of the Erasmus+ programme "Playing ang learning from the past" approved by the Greek National Erasmus+ Unit (State Scholarship Foundation - I. K.Y.).
The Director of the Directorate of Primary Education of Trikala Mr. Christos Trikalis in his greeting stressed that through "Playful Learning" not only cognitive functions, such as attention or perception, but also feelings of excitement, surprise, joy, satisfaction are activated. This experience results in the achievement of meaningful learning objectives, such as deepening of the subject matter and development of intrapersonal and interpersonal skills, through the use of innovative digital teaching tools.

Also the Deputy Director of Secondary Education Mr. Nikos Papakonstantinou stressed the importance of Game-based Learning and its important role in the educational process.
Presentations were made by:
♦ Anastasia Patera (DDE Trikala).
♦ Evdokia Paphipthymiou (DPE Trikala).
♦ Kyriaki Grigoriou (DPE Trikala).
♦ Mr Achilleas Kostoulas (AKETH): Interactive educational game for primary school students
The event was attended and presented the projects prepared by the Primary Schools during the European Programme: Megalo Kalyvia, Pyli, 5th Kalambaka, 1st Oichalia, 2nd Farkadona, 1st Trikala, 1st Trikala, 30th Trikala and 33rd Trikala.
The conference was attended by the Deputy Mayor of Education and Culture Mr. Michael Lappas, the Education Councillors Mrs. Evanthia Kotrotsiou, Mrs. Demetra Papandreou, Mr. Vasilios Nastos, Mr. Ioannis Zorbas and Mr. Vasilios Kotoulas, Mr. Dimitris Larisis, Head of Educational Issues of IPE Trikala. From AKETH Mr. Dimitrios Magirias, educational directors and parents of students of the School Units of the prefecture of Trikala.
Letters of greetings were sent by the Minister of Development Mr. Konstantinos Skreka and the Members of Parliament Mr. Athanasios Lioutas and Mrs. Marina Kontotoli.

Translated with DeepL.com (free version)

Thursday, 30 November 2023 14:28

LTTA in Greece

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The Development Center of Thessaly (AKETH) organized the LTTA for the European Project entitled "Playing & Learning From the Past" with project code: 2021-1-EL01-KA220-SCH-000027810 on 28-30/11/2023 in Trikala. The project has been approved under Erasmus+ - "Key Action 2 - Strategic Partnerships". The project coordinator is the Primary Education Directorate of Trikala.

The aim of the LTTA was the training of teachers in the fields of coding, construction of educational scenarios, and construction of interactive videos using h5p. At the same time there was a presentation of the Intellectual products 2 and 3 which include the application of mobile devices under the responsibility of "CRHACK LAB FOLIGNO 4D" and the educational game under the responsibility of AKETH.
Wednesday, 24 January 2024 14:26

Final meeting

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The final meeting of the Playing And Learning From The Past project was held in Iasi, Romania on 17-18/01/2024.

In the meeting, the project results of the project were presented by the lead partners and also the multiplier events of the project were planned.
UNESCO data reveals that 1 in 4 children aged 5 worldwide has never experienced pre-primary education. Despite the proven benefits of ECCE, only half of all countries offer free pre-primary education.
The World Conference on Early Childhood Care and Education aims to reaffirm children's right to quality care and education and advocate for increased investment in the early years.
ECCE is crucial for brain development and provides opportunities for lifelong success. However, the COVID-19 pandemic has worsened the ECCE crisis, leaving millions of children without essential services.
Access to ECCE has improved globally, but regional disparities remain. Teacher shortages and working conditions need attention.
Policy fragmentation, lack of public provision, weak regulations, and chronic underfunding are obstacles to quality ECCE.
Let's work together to transform ECCE systems, ensuring every child has a strong foundation for lifelong learning and development.
There has been significant cultural loss that can occur when heritage sites are damaged or destroyed. Technology can help mitigate this loss by aiding in the restoration and preservation of these sites.
One key technology is 3D scanning and printing, which can be used to create highly detailed replicas of cultural heritage sites and artifacts. This technology can be especially useful in cases where the original site or artifact has been damaged or destroyed.
The use of virtual and augmented reality technologies creates immersive experiences of cultural heritage sites, allowing visitors to explore and learn about these sites in a more interactive and engaging way, along with other digital tools such as Geographic Information Systems (GIS), Remote Sensing, and Artificial Intelligence (AI). There is also potential in using drones for site mapping and monitoring, as well as using smart sensors to monitor environmental conditions that may impact the preservation of cultural heritage sites.
Finally, the importance of balancing technological solutions with the need for cultural sensitivity and community engagement in heritage preservation efforts is emphasized.
Overall, the potential of new technologies to aid in cultural heritage restoration and preservation is highlighted, but the need for a holistic and community-centered approach to this work.
Monday, 05 June 2023 07:09

3rd Transnational Project Meeting

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Third Meeting of our Project in beautiful Istanbul!??
The meeting was very important to analyze the progress of the development of the results and to plan the next activities.

Students from the Administrative Economic College from Iasi, Romania have created a tester for an app for their primary school classmates, an orientation video game designed to help children with additional information if they take a walk around Iasi with their class or family. Knowing through a rigorous documentation of the city's history, the high school students focused on two topics of interest to young schoolchildren, such as religious architecture and public buildings, as well as public monuments in Iași. Thus, primary school pupils can use the app when visiting the city and get additional information about the statues that adorn the city.

The information in the app primarily refers to the historical personality that the statue represents. The primary pupils' greatest satisfaction is related to learning how to use the street orientation app, and this gives them autonomy and confidence that they can do it themselves. Learners noted the increased ability of young children to focus on a particular target in the presence of many disturbing factors, as well as distributive attention.

For the teaching of history, films and fictional stories are preferred resources by history educators arund the world, however, Historical Video Games are also a rapidly growing media to be used in the teachiing of history. History-based video games allow their players to engage with the past in completely new ways. A large number of video games are set at different times and places in history, making them potentially valuable teaching tools. The reflection aspect of the historical games have been gradually recognized by the history teaching providers.
Playind and Learning from the Past Project also aims to provide technological tools containing gaming elements to be used in the teaching of history and traditions. Although not (yet) as common in history classes as other tools, video games are attracting the attention of educators, particularly among the young generations, and academics too. Teachers who have experience using historical video games in class have started recommending them to their colleagues.
What are some benefits of learning through gaming?
→ Students often are more comfortable in gaming environments, so are more proactive and open to making mistakes
→ Higher engagement and concentration among students
→ The opportunity to think outside of the box – tasks are no longer just about filling in a worksheet
The Playing and Learning from the Past project outcome involve the creation of digital educational games (one for each partner country) based on game-based learning, utilizing the cultural identity of each partner country with the use of internet applications. The produced games will comprise a basic educational tool not only in the hands of primary school educators but also for the learners and their guardians.
How can education be made more fun and interesting through technology? Gaming!?
Games are a fun and interactive way for students to understand new information better, by putting it into action. They provide hands-on outlets, reinforce lessons and promote problem solving. Gamification in learning involves using game-based elements such as point scoring, peer competition, team work, score tables to drive engagement and test their knowledge.
‼ Playing and Learning from the Past is an intercultural project that aims to contribute to the support and development of emerging cultural and digital literacy of learners, along with the improvement of literacy skills, by utilizing the cultural identity of each country using online applications. ‼
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