Activities:
This event was to be organized under the leadership of Keşan Anatolian High School, but they withdrew from the project. Kaposvári Táncsics Mihály High School, which took their place, inherited the task, with slightly different resources. All schools cooperated in the implementation of the activity, organized by the Hungarian school.
Based on the training courses available on the teacher training page of the E-Twinning portal, the teachers mastered the use of 16 web 2 tools. Then the teachers trained their students to use the web 2 tools, who used the tools to create teaching materials (136 pieces in total). We collected the links to all the materials created and made them freely available. The Web 2 tools used at the event: story jumper, jigsaw planet, learning apps, wizzer me, kahoot, canva, superanimo, pictromap flipgrid, Socrative, Kahoot, Learning Apps, Gimkit, Quiziz, Quizlet, Mentitter, Tagul, Cram Wheel.
The scope of Web 2.0 technologies is expanding rapidly day by day. The main reason for this situation is that Web 2.0 technologies make it “very easy” for users to interact with web applications on the Internet, as well as for users to interact, collaborate, and access information through them.
With the learning of Web 2 tools and their use by teachers, more active and participatory classroom environments have been created. Students’ attitudes and behavior towards each other in the classroom environment have been positively influenced. The comfortable working on the product in flexible working hours and in an extracurricular environment supported students with different learning styles. They had access to information in the most up-to-date and functional form. Students could conduct deeper research on the desired concepts by turning to the source of the information they learned through the logic of web references (hyperlinks). Students were able to receive criticisms about the product they created, so they developed their own product based on this criticism.
Results:
CONCRETE RESULTS: Educational materials created with Web2 tools (story jumper, jigsaw planet, learning apps, wizzer me, kahoot, canva, superanimo, pictromap flipgrid, Socrative, kahoot, learning apps, Gimkit, Quiziz, Quizlet, Mentitter, Tagul, Cram Wheel). Each partner created 2 digital materials in each application. (Total 136 pieces) INTANGIBLE RESULTS: As a result of the event, the digital skills of teachers and young people improved. The professional skills of teachers improved. Teachers became able to design high-quality educational processes using digital environments.





All the results you can see here: Web 2 Tools results