# data[].attributes.headline
Integration of digital tools into the curriculum

# data[].attributes.subject
Integration of digital tools into the curriculum

# data[].attributes.body
Within the scope of the project, the digital tools used were aligned with curriculum standards in order to improve students’ design thinking, problem-solving, creativity, 3D modeling, coding, and augmented reality skills. These tools were carefully planned in accordance with learning outcomes and integrated into classroom activities.

With Canva, students improved their digital design, visual communication, and presentation skills while supporting learning outcomes in ICT, Visual Arts, and Language lessons.

Through the use of the 3D Pen and Doodle 3D Transform, students developed three-dimensional thinking, hand-eye coordination, design, and production skills. Mathematical and scientific concepts such as geometric structures and modeling were concretized through hands-on activities.

By using Tinkercad, students enhanced their 3D modeling, engineering design, and problem-solving abilities, supporting interdisciplinary STEM learning.

With Makers Empire, students participated in creative design processes, collaborated with peers, and experienced design-based learning activities.

Using Delightex Edu: Make AR&VR, students created augmented and virtual reality applications, strengthening their digital literacy, innovative thinking, and effective technology usage skills.

Through PictoBlox, students practiced coding, algorithmic thinking, and robotics applications, improving their analytical thinking and problem-solving skills.

These tools were actively and systematically used throughout the project and continued to be integrated into classroom lessons after the project. In this way, the activities became a sustainable part of the teaching and learning process rather than remaining as isolated project tasks.

# data[].attributes.headline
Integration of the project with the curriculum

# data[].attributes.subject
Integration of the project with the curriculum

# data[].attributes.body
While working on this project, we also had the opportunity to conduct curriculum-aligned activities. Through our work with Canva, our students gained design and visual thinking skills, and they were able to create designs in Canva for other subjects when needed. In the applications Doodle 3D and Thincercad, children gained 3D thinking skills. Students who gained 3D thinking skills were able to integrate these skills into other subjects as well.

# data[].attributes.body
Information Technology and Software Curriculum Integration

The "Touch Your Dreams in 3D" eTwinning project is directly related to the digital literacy, problem-solving, design-oriented thinking, digital product development, and digital citizenship outcomes included in the Information Technology and Software curriculum.

Within the scope of the project, students improved their digital content creation skills using Tinkercad and various 3D design tools, and learned the design and production phases practically by experiencing three-dimensional modeling processes. In this process, students had the opportunity to develop their skills in effectively using information technologies, creating digital products, algorithmic thinking, creativity, and innovation.

Through themes such as human rights, children's rights, sustainability, cultural heritage, and mental health addressed in the project, students' awareness of digital citizenship, ethical rules, safe internet use, and the role of technology in social life was increased. Furthermore, thanks to online collaborations with international partners, students improved their collaboration and intercultural communication skills by using digital communication tools safely and effectively.

The 3D Virtual Exhibition created at the end of the project enabled students to gain experience in developing, sharing, and presenting products in a digital environment; thus, supporting the acquisition of skills related to the use of information technologies for production, communication, and sharing purposes. In these respects, the project integrated with the objectives of the Information Technologies and Software curriculum and made a significant contribution to the development of students' 21st-century skills.

# data[].attributes.body
5th Grade Learning Outcomes

IT.5.1.1.1. Discusses the importance of information technologies in daily life.

Students researched and evaluated the areas of use of 3D design and production technologies in education, health, engineering, and daily life.

IT.5.1.2.1. Explains the importance of adhering to ethical principles when using information technologies.

During international project work, attention was paid to copyright, referencing, respectful communication in the digital environment, and ethical rules.

IT.5.1.2.3. Provides examples of digital citizenship practices.

Students demonstrated responsible digital citizenship behaviors through online meetings, collaborative product work, and TwinSpace activities.

IT.5.2.1.1. Performs file and folder management operations.

Throughout the project, students systematically stored, shared, and managed their digital content based on the designs they created.

IT.5.4.1.1. Applies the problem-solving process.

While developing three-dimensional designs suitable for the determined themes, they applied the stages of needs assessment, solution generation, design, and evaluation.

6th Grade Learning Outcomes

IT.6.1.1.1. Evaluates the impacts of information technologies on future life.

Students examined the future uses of 3D modeling, digital production, and innovative technologies.

IT.6.1.1.4. Discusses the contributions and risks of information technologies to social and cultural life.

Within the scope of the project, topics such as cultural heritage, human rights, and sustainability were addressed, and the impacts of technology on society were evaluated.

IT.6.1.2.1. Recognizes the effects of digital sharing on themselves and others.

Students gained awareness of security, privacy, and responsibility issues when sharing in the digital environment.

IT.6.2.1.1. Takes necessary precautions for security in digital environments.

Practices were carried out on secure password usage, personal data protection, and safe internet use in online collaboration processes.

IT.6.2.1.6. Explains what constitutes cybercrime and summarizes the relevant laws.

Awareness-raising activities were conducted regarding copyright, legal use of digital content, and online ethical rules.

BT.6.2.1.7. Develops measures and strategies to combat cybercrime.

Students developed solutions for safe internet use, personal data protection, and digital security.

BT.6.3.1.1. Creates digital content.

Students designed original three-dimensional models and digital products using Tinkercad and 3D pens.

BT.6.3.1.2. Edits and shares the digital content created.

The prepared designs were shared on common platforms, exhibited, and used as project outputs.

Relationship with 21st Century Skills

The project supports creativity, critical thinking, problem-solving, communication, collaboration, digital literacy, entrepreneurship, and intercultural interaction skills. It also contributes to the development of students' global citizenship awareness in line with the United Nations Sustainable Development Goals.

# data[].attributes.body
Integration into the Curriculum

The "Touch Your 3D Dreams" eTwinning project was integrated into the 6th Grade Information Technologies and Software course through 3D design and modeling activities using Tinkercad. During the project, students designed original 3D models while developing their digital literacy, creativity, problem-solving, computational thinking, and design thinking skills.

The project was aligned with the learning outcomes of the Information Technologies and Software curriculum, particularly those related to digital content creation, digital design, effective use of technology, collaboration, and responsible use of digital tools. Students planned, designed, tested, and improved their models through an iterative design process. They also shared their work, received peer feedback, and refined their designs accordingly.

The project also adopted a cross-curricular approach. It was connected with Mathematics through geometric shapes, measurement, and spatial reasoning; with Visual Arts through creativity, aesthetics, and design principles; and with Science through engineering design and innovation. This interdisciplinary integration enabled students to apply knowledge from different subjects while creating meaningful and innovative 3D designs to solve real-life problems.

# data[].attributes.attachment_link.title
"Touch Your Dreams in 3D" Müfredat Entegrasyonu

# data[].attributes.headline
"Touch Your Dreams in 3D" projesi, MEB Bilişim Teknolojileri ve Yazılım Dersi (5 ve 6. Sınıf) Öğretim Programı ile tam bir sarmallık ve bütünlük içinde yürütülmüştür. Proje kapsamında gerçekleştirilen tüm faaliyetler; müfredatın temel yapı taşları olan "E-Güvenlik ve Dijital Kimlik", "Görsel Tasarım ve Dijital Sanatlar", "Üç Boyutlu Tasarım Teknolojileri" ve "Dijital İş Birliği" ünitelerindeki resmi kazanımlarla doğrudan ilişkilendirilmiştir.

# data[].attributes.subject
"Touch Your Dreams in 3D" projesi, MEB Bilişim Teknolojileri ve Yazılım Dersi (5 ve 6. Sınıf) Öğretim Programı ile tam bir sarmallık ve bütünlük içinde yürütülmüştür. Proje kapsamında gerçekleştirilen tüm faaliyetler; müfredatın temel yapı taşları olan "E-Güvenlik ve Dijital Kimlik", "Görsel Tasarım ve Dijital Sanatlar", "Üç Boyutlu Tasarım Teknolojileri" ve "Dijital İş Birliği" ünitelerindeki resmi kazanımlarla doğrudan ilişkilendirilmiştir.

# data[].attributes.body
Öğrencilerimiz; Avatarfly ve Avatarmaker araçlarıyla güvenli dijital kimlik yönetimini (BT.5.1.1.4 / BT.6.1.1.3), Canva ve Emaze ile dijital kompozisyon ve estetik ilkelerini (BT.5.2.1.1 / BT.6.2.1.1), Doodle3D ve Tinkercad düzlemleriyle ise X-Y-Z koordinat sisteminde katı modellemeyi, şekilleri gruplayıp çıkarmayı (BT.5.4.1.2 / BT.6.4.1.2) uygulamalı olarak öğrenmişlerdir.

Projenin pedagojik omurgasını oluşturan Engelliler Günü için "Erişilebilirlik" ve 2025 eTwinning Yıllık Teması kapsamında yapılan "Sürdürülebilirlik" tasarımları, teknolojinin toplumsal sorunlara yenilikçi çözümler üreten bir inovasyon aracı olarak kavranmasını sağlamıştır (BT.6.2.2.1). Son aşamada kullanılan Excalidraw ve StoryJumper bulut platformları ile öğrenciler uluslararası dijital iş birliği ve çoklu yazarlık tecrübesi edinirken (BT.6.2.1.4); tasarımların Bambu Lab 3D Yazıcı ve 3D kalemlerle üretilmesi sayesinde yazılım ve donanım bileşenlerinin entegrasyon mantığını (BT.6.4.1.4) yaparak-yaşayarak kavramışlardır.

Bu doğrultuda projemiz, bilişim müfredatını teorikten pratiğe dökerek öğrencilerin 21. yüzyıl yaşam becerilerini (Skills for Life) üst düzeyde kazanmalarını sağlayan yenilikçi bir eğitim modeli sunmuştur.