Hands-On
ICT
Learn, practise, teach creativity and ICT
Project
LIFELONG LEARNING PROGRAMME, SUBPROGRAM. DEVELOPMENT OF INNOVATIVE ICT-BASED
CONTENT, SERVICES, PEDAGOGIES AND PRACTICE FOR LIFELONG LEARNING (KEY ACTIVITY
3)
The
pervasiveness of ICT often makes us forget these technologies are just the
means to an end. Nowadays, most teachers face the incorporation of ICT tools
in their teaching activities as a burden. However, ICT tools are not the
problem per se. The encumbrance is being alone in the process of searching,
selecting, setting up, including it in classroom, troubleshooting and evaluating
its impact. The teachers that have the courage and time to go through this
process tend to be successful but often end up unwilling to attempt it again.
The Hands-On ICT (HANDSON) project aims at facilitating the integration
of ICT tools in teaching and learning by developing a learning-by-doing
environment to be explored by themselves or with the guidance of a mentor.
The environment offers teachers a set of learning activities complemented
with 1) the competences it addresses, 2) the lesson plan, 3) the open source
ICT tool, 4) the open content, 5) a sandbox for the tool. In addition, teachers
find a ready-to-use online space to bring students over to carry out the
activities with the appropriate ICT. In sum, HANDSON is a holistic environment
that provides teachers everything they need to learn in relation to the
choice making and use of the most suitable ICT tools for a given pedagogical
activity while also providing the cloud arena for putting into practice
these activities with students. The initial activities will be based on
creativity techniques. By addressing transversal competences in today’s
knowledge society we reach out to teachers across a wide variety of sectors
and subject contents. The HANDSON environment allows for the practice required
to really learn a creativity method. The HANDSON environment main targets
are SE and VET teachers and HE faculty members. Teacher trainers are also
main users of the project outputs. The end goal is to improve the quality
of teaching and learning by increasing the digital skills of both teachers
and as a consequence of students.
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