Project Results

The Idea of the P.L.A.N. Project - P.L.A.N. - Pedagogy and Learning in Agile Networks
Our four basic steps for digital transformation


How can teachers keep up with the rapidly evolving digital landscape?
The question of why we should deal with digitalization was our starting point. It quickly became clear to us that the rapid pace of digital development can overwhelm many people - teachers and students alike. We want to empower teachers and students to take part in shaping the digital future. Our project idea is based on four steps:  building a European teachers' network, learning more about agile project management and creative methods, and producing digital learning material.


How can we prepare students to remain curious, critical, and lifelong learners?
How can we implement methods and projects in classes that are motivating for team learning? We think it is important that students produce real live learning material for other students, that they can benefit from.

 


P.L.A.N. European Networking - First Step: Learning in Agile Networks
Firstly, we network as teachers from five different European countries to exchange ideas about digitalization in schools. We also want to learn more about the economic and social development of digitalization in order to prepare our students well for life and work. With this in mind, we network with representatives from companies, IT consultants, universities, educational institutions and museums to find out which relevant developments we need to prepare our students for. This is the basis for our further project approach. 


P.L.A.N. Agile Teammanagement - Second Step: Get familiar with agile project management

We use agile project management to promote lifelong learning and teamwork. Scrum is the most widely used agile project management method in business. It strengthens teamwork and the commitment of individual team members. In addition to the product result, the focus is also on the learning processes of the individual and the team.


P.L.A.N. - Creative Methods - Third Step: Design Thinking
Atmosphere, empathy and creativity are essential to create places for learners to try out new solutions to future challenges. The Design Thinking method is perfect for such a setting. It enables teams to develop prototypes with empathy, creativity and knowledge acquisition. The prototypes will be further developed in a process with the users.


P.L.A.N. - Digital Products - Fourth Step: Creating digital learning Tools 

Producing digital learning tools helps us develop our technical and creative skills. We find out what is difficult and learn better how we can support our students to build their own digital learning tools for other students. It is important that the tools are developed for real users - only then can there be real feedback. We teachers are learners ourselves in this process. We have created eBooks, explainer videos, digital escaperooms, podcasts, mergecubes and 360-degree videos. It was also important for us to get feedback from our students


P.L.A.N. - get inspired - Additional Step: Motivational Appetizers
Dealing with digitalization in schools can also be tiring because the development is so fast or the educational questions are not easy to answer. We cannot simply fall back on tried and tested methods. We sometimes have to break new ground. In doing so, we must see ourselves as learners. We also need inspiration and motivational appetizers to go down this strenuous path.





Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.



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