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| | PRINT | | ETwinning |
Brussels, January 2005 – eTwinning is a main element of the EU’s eLearning strategy and is a new European initiative aimed at promoting the twinning of schools across Europe through the use of the internet. More than 500 schools have signed on at the eTwinning portal since the online registration process opened on 14th January at the eTwinning launch conference.
Schools from more than 27 countries have already registered on the portal, with the largest number coming from Italy. Visitors to the eTwinning portal can click on a convenient eTwinning map that provides information on all the schools that have registered and who are looking to embark on an eTwinning project.
The benefits of registration are numerous. Once a school registers, it becomes part of the eTwinning database and has the possibility to find a partner via the TwinFinder to set up an eTwinning partnership. Users can send each other messages or set up chat sessions to discuss their cooperation. Schools that have submitted a partnership will be granted an official eTwinning label, a sort of certificate which can be downloaded from the portal and, if they want, stick it on the classroom wall.
eTwinning provides an opportunity for a wide number of teachers and young people in Europe to learn about each other and their school culture while practicing their ICT skills at the same time. It helps develop and reinforce networking among schools, thus contributing to the European model of a multilingual and multicultural society.
There is an eTwinning National Support Service (NSS) in each country. Its tasks include the promotion eTwinning and assisting schools in setting up collaborative partnerships.
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| | | | | | | | | | Premium Content |  | Second Life as an eLearning Platform | | 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"
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