Projektlogo

DigiComConsumer - Integrating Digital Competence for Consumers in secondary education through Digital Games Based Learning co creation approach

Overview

The ERASMUS+ project DigiComConsumer aims to provide practical solutions for the introduction of digital consumer education into school curricula based on the 'Digital Literacy Framework for Consumers'.

The project objectives are:

- Providing up-to-date training for teachers that encourages them to integrate and effectively use digital learning technologies and apply didactic practices (learning by design, learning by exploration, problem-based learning).

- Training teachers to act as orchestrators and facilitators of learning in the introduction of collaborative and innovative practices in the field of consumer education.

- Promote students as co-creators of the learning process.

- Develop and implement teaching scenarios in European schools.

- Promote digital tools for self-assessment and peer assessment.

The project will have a direct and indirect impact on the following target groups:

- secondary school students aged 14-16

- academy, schools, teachers, activities

Objective

The ERASMUS+ project DigiComConsumer aims to provide practical solutions for the introduction of digital consumer education into school curricula based on the 'Digital Literacy Framework for Consumers'.


The project objectives are:

  • Provide up-to-date training for teachers that encourages them to integrate and effectively use digital learning technologies and apply didactic practices (learning by creating, learning by exploring, problem-based learning)
  • Training teachers to act as orchestrators and facilitators of learning in the introduction of collaborative and innovative practices in the field of consumer education
  • Enhancing students as co-creators of the learning process
  • Developing and implementing teaching scenarios in European schools
  • Promote digital tools for self-assessment and peer assessment

A teacher's guide, didactic scenarios, 24 modules for open / online / digital education in the form of e-learning courses / modules, a Moodle platform and a self-assessment tool with methods and guidelines as an assessment method will be designed.

Key Facts

Grant Number:
2021-1-BG01-KA220-SCH-000027951
Research profile area:
Transformation and Education
Project duration:
11/2021 - 10/2023
Contribution to sustainability:
Quality Education
Funded by:
EU
Website:
Homepage

More Information

Principal Investigators

contact-box image

Prof. Dr. Marc Beutner

Wirtschaftsp?dagogik und Evaluationsforschung

About the person

Results

The project will develop:

- training material for teachers,

- support material for teachers,

- teaching/learning material for implementation in schools in the specific area 1 “Before buying” based on the descriptors for knowledge, skills and attitudes,

- assessment tools.


O1 Teachers' guide - Digital literacy for consumers

Including:

a) Digicomp for consumers as a short description

b) Teachers as orchestrators and facilitators

c) Students as co-designers

d) Didactic strategies

e) Examples of didactic scenarios

f) Why, what and how are students assessed?

Output type: Learning/teaching/training material - Handbook/manual/guide.


O2 A1 DCC

- Didactic scenarios “pre-purchase”, consisting of 24 modules

-open/online/digital education

- e-learning course/module.


O2 A2 DCC

Moodle platform services/structures - e-learning platform


O3 DCC

Self-assessment tool methods/guidelines - assessment method and tools