We were all there, at the European Parliament Offices in Athens together with teachers, headmasters, school counselors and stakeholders.


We were all there, at the European Parliament Offices in Athens together with teachers, headmasters, school counselors and stakeholders.
Within the framework of the European program ACAδIMIA – «ACADIMIA-European Teachers’ Academy for Creative and Inclusive Learning» – the creative methodology Digital Storytelling was implemented to the students of the 1st High School of Gerakas on the 14th of February and the 14th of March 2025.
Within the framework of the European program ACAδIMIA – «ACADIMIA-European Teachers’ Academy for Creative and Inclusive Learning» – the creative methodology Digital Storytelling was implemented to the students of the 1 st High School of Gerakas on the 31 st of January 2025.
Within the framework of the European program ACAδIMIA – «ACADIMIA-European Teachers’ Academy for Creative and Inclusive Learning» – the creative methodology Gamification for fun was implemented to the students of the 1 st High School of Gerakas on the 9 th of May 2025.
The aim of this event was the organization of a training course on the methods for trainers, from the partners, in order to enable them to transfer them to teachers. The training course will be blended and will consist of an online course synchronous course (20 hours)...
The first day was dedicated in discussions related with the management and implementation of the project while in the 2nd day there were organized follow up activities of the internal training aiming to deepen the knowledge and understanding of the members of the...
A draft version of the training curriculum was presented in an online workshop with 30 experts and educators from all partner countries organized on the 22nd of April. On the basis of this consultation, corrective action is being made on the draft version of the...
In Athens from the 17th until the 21st of October 2023, the face-to-face part of the training was organized. In 5 days, the participants were thrilled to have the chance to experience 10 methods (5 methods per day). We applied one exemplary lesson plan on every...
In the first year of the ACADIMIA project, the main aim of the activities was to train internally the members of the academy in the 10 methodologies that constitute the core of the project and to prepare the resources and materials for the training activities that...
🗓️ Published on: May 22, 2025
Έγινε παρουσίαση στους εκπαιδευτικούς του 1ου Γυμνασίου Γέρακα της δημιουργικής μεθόδου παιχνιδοποίησης, Gamification for fun, η οποία αναφέρεται στην πρακτική της εφαρμογής στοιχείων που μοιάζουν με παιχνίδι — όπως πόντοι, προκλήσεις, ανταμοιβές και πρόοδος — σε εκπαιδευτικές δραστηριότητες. Τονίστηκε ότι ο στόχος είναι να γίνει η μάθηση πιο ελκυστική, διαδραστική και διασκεδαστική, διατηρώντας παράλληλα την εστίαση σε βασικούς μαθησιακούς στόχους. Παρουσιάστηκαν όλα τα στάδια της μεθόδου (καθορισμός μαθησιακών στόχων, υπόθεση, προκλήσεις και πρόοδος, κανόνες, στρατηγική ανταμοιβή). Επίσης παρουσιάστηκαν δύο παιχνίδια που δημιουργήθηκαν με βάση αυτή τη μέθοδο, «Τα καπέλα του De Bono. Η ζωή του Υπολογιστή - Καπέλα Επί Δράσης!» για το μάθημα της Πληροφορικής Γυμνασίου και «Τα καπέλα του De Bono. Η δύναμη των στατιστικών!» για το μάθημα της Στατιστικής στο Λύκειο.
🗓️ Published on: May 15, 2025
A presentation was given to the teachers of the 2nd Senior School of Gerakas on the creative gamification method, Gamification for fun, which refers to the practice of applying game-like elements — such as points, challenges, rewards, and progress — to educational activities. It was emphasized that the goal is to make learning more engaging, interactive, and enjoyable, while maintaining a focus on key learning objectives. All stages of the method were presented (setting learning objectives, storyline, challenges and progress, rules, strategy, and payoff). Two games created based on this method were also showcased: “De Bono’s Hats. The Life of the Computer – Hats in Action!” for Junior High School Computer Science, and “De Bono’s Hats. The Power of Statistics!” for Senior High School Statistics. In both games, students can imagine themselves as researchers or travelers who use the "Six Thinking Hats" as different lenses through which to view information from multiple perspectives. In this way, the abstract concepts of critical thinking and argumentation are transformed into an interactive and comprehensible journey.
🗓️ Published on: April 10, 2025
Οι εκπαιδευτικοί, αφού γνώρισαν τις μεθόδους της ψηφιακής αφήγησης στο διαδικτυακό προγραμματιστικό περιβάλλον του Scratch, δημιούργησαν έργα που αφορούσαν διαλόγους μεταξύ χαρακτήρων με επιλογή κατάλληλου υποβάθρου. Στα έργα αυτά πρόσθεσαν ήχους, φωνή από ηχογράφηση, κείμενο σε ομιλία, κίνηση, αλλαγή ενδυμασιών κλπ για να τους προσδώσουν ζωντάνια. Συζητήθηκαν ιδέες για το πώς μπορούν να ενσωματώσουν αυτή τη δημιουργική μέθοδο στη διδασκαλία των δικών τους αντικειμένων.