"ONLINE" – teaching and training yOuNg students about the DigCompConsumers through cLIeNt-basEd challenges and ICT

Consumer digital competence is defined here as the competence consumers need to function actively, safely and assertively in the digital marketplace. This definition builds on the previous work done on consumer competence and adapts it to digital environments (European Commission, JRC).

"ONLINE" stands for "teaching and training yOuNg students about the DigCompConsumers though cLIeNt-basEd challenges and ICT".

The project aims at offering innovative learning opportunities to lower secondary school teachers to reinforce their key competences on the topic in order to finally improve students’ (for ages 11–14 years old) digital competences to access and use digital technologies such as e-commerce platforms through clients based challenges and cases studies.

In the field of online consumption, we cannot say that the barriers of the EU member states are still valid. Indeed, the online e-commerce service has worldwide access and impact so any kind of educational program should have a European nature as it serves to support students’ ability to function online and across borders. Indeed, consumers today operate in increasingly complex markets, challenged by growing amounts of information and an expanding choice of products. Making good choices and protecting their interests require a wider range of skills and knowledge.

The project wants to offer micro-learning opportunities for teachers (working with students 11–14 years old) in acquiring new digital competences to increase their capabilities to act safely and assertively in the digital marketplace and transfer the acquired skills to their students to allow them to act consciously and safely on the online market field while innovating the teaching of technology and digital skills at school, making the curriculum more responsive to the needs and requirements of students and families and creating a cross-curricula module that can allow teacher of other subjects, such as maths and marketing to collaborate together.

"ONLINE" wants to train teachers in order for them to transfer their knowledge to their students to:

  • Make informed choices online in digital marketplaces;
  • Operate safely online (avoid them to be victims of fraud or deceptive online marketing practices);
  • Understand digital marketing and advertising practices;
  • Manage online financial operations;
  • Understand their digital footprint while acting online (ex. Digital data collection).

 

WHAT ARE THE PROJECT RESULTS

1. WP2 – DIGITAL TEACHERS: THE DIGITAL CONSUMER SKILLS FRAMEWORK IN PRACTICE

  • A1 – VERIFICATION OF THE COMPETENCES
  • A2 – TRAINING PLAN
  • A3 – 1ST DRAFT OF THE TRAINING MATERIAL
  • A4 – COMMON STAFF TRAINING EVENT
  • A5 – FINALIZATION OF TRAINING MATERIAL AND LOCALIZATION IN PARTNERS' LANGUAGES

 

2. WP3 – ONLINE LEARNING ENVIRONMENT

  • A1 – ONLINE LEARNING COMMUNITY DESIGN
  • A2 – COMMUNITY DEVELOPMENT
  • A2.1 – PLATFORM FIRST DRAFT
  • A3 – EXTERNAL PILOT TEST
  • A4 – PEDAGOGICAL GUIDELINES

 

DURATION OF THE PROJECT

The project will last for 24 months, from October 1, 2022, until September 30, 2024.

OTHER PARTNERS

Coordinator:  Agrupamento de Escolas José Estevão, High School, Portugal

Partners:

  1. Institut za Moderno obrazovanje, Belgrade, Serbia
  2. European Digital, Learning Network, european network, Milano, Italy
  3. A & A Emphasys Interactive Solutions Ltd, Cyprus
  4. Colegiul Național "Mihai Eminescu", Romania
  5. SDRUZHENIE BULGARSKA NATSIONALNA ASOTSIATSIYA AKTIVNI POTREBITELI

 

APPROXIMATE DATES OF THE MEETINGS

  • Kick-off meeting in Portugal in February 2023
  • 2nd TPM in Milano
  • 3rd TPM in Cyprus
  • Final Meeting in Portugal