Browse Items (190 total)

  • Tags: PDF

A 36-page classroom-ready learning proposal focused on personal data and digital identity. It includes structured activities, worksheets and supporting materials that help pupils understand privacy, the digital footprint, online reputation and safer…

A 32-page learning proposal within the Cyprus Digital Competence curriculum. It provides structured activities and worksheets that help pupils distinguish information from misinformation, examine the credibility of online content and develop…

A 40-page classroom-ready lesson package for Year 5. It includes nine activities, worksheets, teacher and student presentations, video resources, PEGI activities and tasks on safe purchasing, screen time, communication with strangers and responsible…

A 39-page classroom-ready learning proposal for Year 5. It includes an 80-minute lesson design, activity sequence, worksheets, teacher and student presentation materials, videos and guidance on recognising, preventing and responding to cyberbullying.…

A comprehensive curriculum for educators working with pupils aged 6-12. It includes three modules on emotional, social and digital wellbeing, with nine lesson plans and multiple participatory activities such as role play, games and discussion. The…

A 52-page practical toolkit for primary teachers, accompanied by a hands-on Activity Kit for children aged 8-11. It includes inquiry-based learning, design thinking, creative thinking, tinkering, classroom-management tips, assessment guidance and…

A 26-page professional learning module for pre-service and in-service teachers. It uses socially relevant challenges and real-world applications to teach computational-thinking concepts and skills. The module includes classroom-ready exercises,…

A complete teacher-training module that combines conceptual understanding of computational thinking with practical classroom design. It guides teachers through planning, testing and reflecting on computational-thinking approaches in primary…

A practical teacher guide developed through the Erasmus+ DRC project. It provides guidance and ideas for designing learning activities that develop learners’ digital skills across the curriculum, drawing on the DigComp areas of information and data…

A book structured as a collection of Scratch tasks. Each chapter introduces a computer-science concept through a concrete task, such as animation or game creation, and extends the existing solution using new or previously learned Scratch material.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2