# data[].attributes.body
at our school

# data[].attributes.attachment_link.description
Publishing platform for digital magazines, interactive publications and online catalogs. Convert documents to beautiful publications and share them worldwide. Title: E Safe E Book, Author: stamatiastamath, Length: 74 pages, Published: 2019-06-08

# data[].attributes.attachment_link.title
"e-SAFE" - Free Books & Children's Stories Online | StoryJumper

# data[].attributes.attachment_link.title
Amazingly Simple Graphic Design Software – Canva

# data[].attributes.attachment_link.description
Sorry, the page you are looking for does not exist.

# data[].attributes.attachment_link.title
e-SAFE: Scientists and Auras - 10 Scientists via HP Reveal - A magazine created with Madmagz

# data[].attributes.attachment_link.description
e-SAFE: Scientists and Auras was created with Madmagz. Madmagz is a website that enables you to create a magazine in web, PDF or print format.

# data[].attributes.attachment_link.title
Marie Curie's Life in Comics - e-Safe eTwinning Project MARIE CURIE'S LIFE in COMICS

# data[].attributes.headline
Comparison of results between Pre and Post Evaluation

# data[].attributes.subject
Comparison of results between Pre and Post Evaluation

# data[].attributes.body
Pre-survey for teachers

# data[].attributes.body
Pre-survey for students

# data[].attributes.attachment_link.title
Game about e-Safety via Kahoot by İzmir Team

# data[].attributes.headline
My students played vocabulary games in partners' languages

# data[].attributes.subject
My students played vocabulary games in partners' languages

# data[].attributes.attachment_link.title
İzmir Team played e-safety vocabulary games in partners' languages

# data[].attributes.headline
My students says Greek Happy New Year Wish

# data[].attributes.subject
My students says Greek Happy New Year Wish

# data[].attributes.attachment_link.title
Turkish-İzmir Team says a Greek Happy New Year wish

# data[].attributes.headline
Preparation  games of my students via Kahoot

# data[].attributes.subject
Preparation  games of my students via Kahoot

# data[].attributes.attachment_link.title
Güvenli internet günü etkinlikleri | Eğitim Bilişim Ağı

# data[].attributes.attachment_link.description
Altıntepe Ortaokulu 8.sınıf öğrencileri 5 Şubat 2019 Salı günü etwinning e-Safe Projesi kapsamında Güvenli İnternet Günü için tasarlanan etkinliklere katıldılar.

# data[].attributes.headline
We (as İzmir e-safers) have prepared the board,painted posters and watched videos about SID and informed the other students of our school.

# data[].attributes.subject
We (as İzmir e-safers) have prepared the board,painted posters and watched videos about SID and informed the other students of our school.

# data[].attributes.headline
My students prepared and played different games about e-safety

# data[].attributes.subject
My students prepared and played different games about e-safety

# data[].attributes.attachment_link.title
"Settings" word in our partners' languages by İzmir Team

# data[].attributes.headline
Interview with parents about how they keep their children safe online by İzmir Team

# data[].attributes.subject
Interview with parents about how they keep their children safe online by İzmir Team

# data[].attributes.attachment_link.title
E-SAFE PROJECT-INTERVIEW WITH PARENTS ABOUT HOW THEY KEEP THEIR CHILDREN SAFE ONLINE BY İZMİR TEAM

# data[].attributes.headline
We created a game about e-safety with Kahoot!

# data[].attributes.subject
We created a game about e-safety with Kahoot!

# data[].attributes.attachment_link.title
E-Safe Project:Rap Performance of Heidi about posting&sharing photos by İzmir Team

# data[].attributes.attachment_link.title
İzmir Menderes Altıntepe Secondary School Eratosthenes Experiment

# data[].attributes.headline
My students presented LEPL Kutaisi Public School

# data[].attributes.subject
My students presented LEPL Kutaisi Public School

# data[].attributes.headline
Introduction of Kutaisi(Georgia) city by İzmir Team

# data[].attributes.subject
Introduction of Kutaisi(Georgia) city by İzmir Team

# data[].attributes.headline
Europeana and Cultural Heritage’s mosaic.

# data[].attributes.subject
Europeana and Cultural Heritage’s mosaic.

# data[].attributes.headline
With this project, we are planning to attract the attention of the “Digital Natives” suggested by Prensky (2001) to the significant aspects for both pros and cons. On one hand, digital natives (who are born into digital technologies) can take advantage / joy of digital innovations, they can also be misled by these technologies on the other hand. In other words, we will try to direct the students the ways of how to benefit from technology in good aspect and sure  in safe manners with monthly tasks embedded within digital habits, digital citizenship, digital identity, lifestyles, awareness for digital concerns. In this project, we also would like to integrate 21st Century Skills like critical thinking, creativity, productivity, initiative with assigning a special month to Science/ STEM/ STEAM activities by means of Scientix portal, and Augmented Reality tasks.AIMSWith this project, named as "e-SAFE", we aim at:initiating collaboration, cooperation among digital natives (pupils) by means of the guidance of digital immigrants (teachers) using Web 2.0 toolsguiding and enhancing digital learning among pupilsdeveloping cultural exchange among pupils via Europeanadeveloping multilateral communicationimproving language skills, particularly English as the medium language of this projectraising awareness about active global citizenshipraising awareness about digital citizenship concerning safe internet in the realm of 21st Century Skills Evolution in Pedagogyestablishing friendly relations among digital natives from diverse culturesraising creativity, responsibility, productivity, being initiativeraising awareness about STEM/ Scientix projectsraising awareness not only about STEM but also being familiar with STEAMraising awareness about the role and effect of Augmented Reality in digital agesintegrating Scientix and eTwinning platforms at one projectWORK PROCESSThis project will last 5 months from October 2018 to February 2019 and emphasize interaction and cooperation by means of activities based on e-SAFE issues (e for Electronic World - S for Science - A for Art - F for Fun - E for Ethics). A Facebook group will also be formed for the project and Twitter will also be implemented in some months. In October, schools and cities will be introduced via Web 2.0 tools, and the Logo will be combined with Europeana. In November, introduction of Scientix Portal, Marie Curie and other great scientists via Augmented Reality, and Eratosthenes Experiment. As one of the founders is also a Scientix ambassador, we will try to integrate eTwinning and Scientix as well. In December, a Theatrical Play and its dramatization. In January, a Survey about computer games-digital games, and creation of various Games. In February, online Ethics and Words about e-Safety. Twinspace is main platform in which our work is being developed through various Web 2.0 tools: Sutori, Aurasma, Qr Code, Spark Adobe, Pixton, Answergarden, Google Forms, Kahoot, Mentimeter, Tricider, Punchbowl, Biteable, Piktochart, Phrase, Flippity.EXPECTED RESULTS- To improve their language skills in English and computer skills.- To communicate and collaborate on interesting topics.- To develop their empathy and respect for other cultures.- To activate and establish Citizenship and especially Digital Citizenship.- To raise a global awareness for the rising concerns for the future of the world.- To become equipped with pedagogical skills in the realm of the educational transformation in 21st century.- To become familiar to necessary skills for academic research to be used in the later years.- TwinSpace and Web 2.0 tools will be the final products. An e-book will be published at the end of the project.- To become aware of Europeana, digital pool of Europe culture- To get introduced with STEM activities, which trigger the interdisciplinary communication and collaboration in global terms as well.- To become aware of online safety and ethics or netiquette privacy, copyrights, cyberbullying etc- To become aware of collaboration and communication for Scientific tasks at international dimension- To become aware of interdisciplinary works, projects for the future of the world, not only in STEM but also in STEAM activities after getting introduced with STEM / Scientix via Art activities in our project- To become equipped with basic skills and capabilities required to prepare AR products etc- Integration of Scientix and eTwinning projects and platforms- TwinSpace and Works via Web 2.0 tools will be the final products. An e-book, collaborative brochures about online safety will be published at the end of the project.

# data[].attributes.subject
With this project, we are planning to attract the attention of the “Digital Natives” suggested by Prensky (2001) to the significant aspects for both pros and cons. On one hand, digital natives (who are born into digital technologies) can take advantage / joy of digital innovations, they can also be misled by these technologies on the other hand. In other words, we will try to direct the students the ways of how to benefit from technology in good aspect and sure  in safe manners with monthly tasks embedded within digital habits, digital citizenship, digital identity, lifestyles, awareness for digital concerns. In this project, we also would like to integrate 21st Century Skills like critical thinking, creativity, productivity, initiative with assigning a special month to Science/ STEM/ STEAM activities by means of Scientix portal, and Augmented Reality tasks.AIMSWith this project, named as "e-SAFE", we aim at:initiating collaboration, cooperation among digital natives (pupils) by means of the guidance of digital immigrants (teachers) using Web 2.0 toolsguiding and enhancing digital learning among pupilsdeveloping cultural exchange among pupils via Europeanadeveloping multilateral communicationimproving language skills, particularly English as the medium language of this projectraising awareness about active global citizenshipraising awareness about digital citizenship concerning safe internet in the realm of 21st Century Skills Evolution in Pedagogyestablishing friendly relations among digital natives from diverse culturesraising creativity, responsibility, productivity, being initiativeraising awareness about STEM/ Scientix projectsraising awareness not only about STEM but also being familiar with STEAMraising awareness about the role and effect of Augmented Reality in digital agesintegrating Scientix and eTwinning platforms at one projectWORK PROCESSThis project will last 5 months from October 2018 to February 2019 and emphasize interaction and cooperation by means of activities based on e-SAFE issues (e for Electronic World - S for Science - A for Art - F for Fun - E for Ethics). A Facebook group will also be formed for the project and Twitter will also be implemented in some months. In October, schools and cities will be introduced via Web 2.0 tools, and the Logo will be combined with Europeana. In November, introduction of Scientix Portal, Marie Curie and other great scientists via Augmented Reality, and Eratosthenes Experiment. As one of the founders is also a Scientix ambassador, we will try to integrate eTwinning and Scientix as well. In December, a Theatrical Play and its dramatization. In January, a Survey about computer games-digital games, and creation of various Games. In February, online Ethics and Words about e-Safety. Twinspace is main platform in which our work is being developed through various Web 2.0 tools: Sutori, Aurasma, Qr Code, Spark Adobe, Pixton, Answergarden, Google Forms, Kahoot, Mentimeter, Tricider, Punchbowl, Biteable, Piktochart, Phrase, Flippity.EXPECTED RESULTS- To improve their language skills in English and computer skills.- To communicate and collaborate on interesting topics.- To develop their empathy and respect for other cultures.- To activate and establish Citizenship and especially Digital Citizenship.- To raise a global awareness for the rising concerns for the future of the world.- To become equipped with pedagogical skills in the realm of the educational transformation in 21st century.- To become familiar to necessary skills for academic research to be used in the later years.- TwinSpace and Web 2.0 tools will be the final products. An e-book will be published at the end of the project.- To become aware of Europeana, digital pool of Europe culture- To get introduced with STEM activities, which trigger the interdisciplinary communication and collaboration in global terms as well.- To become aware of online safety and ethics or netiquette privacy, copyrights, cyberbullying etc- To become aware of collaboration and communication for Scientific tasks at international dimension- To become aware of interdisciplinary works, projects for the future of the world, not only in STEM but also in STEAM activities after getting introduced with STEM / Scientix via Art activities in our project- To become equipped with basic skills and capabilities required to prepare AR products etc- Integration of Scientix and eTwinning projects and platforms- TwinSpace and Works via Web 2.0 tools will be the final products. An e-book, collaborative brochures about online safety will be published at the end of the project.