The project will deliver an online community accessible to users also through mobile application that will host a teaching and learning pack and a community of co-creation. Indeed, teachers and their students, NGO dealing with consumer behavior can co-create challenges to keep the community alive and to train the students on the latest changes of the online e-commerce services.
There is no clear indication on how translate the digital competences reference framework for consumer into practical activities to teach and learn with citizens about digital consumers competences.
Furthermore, there isn’t a European framework to implement it into schools. The first element of innovation is within the mission of the project is to generate a training program to develop a European training system for the application of the European digital competence framework into lower secondary schools offering high quality micro-learning opportunities for teachers.
The Digital Competence Framework for Consumers (DigCompConsumers)
The Digital Competence Framework for Consumers (DigCompConsumers) offers a reference framework to support and improve consumers’ digital competence
Teaching and training young students about the DigCompConsumers though client-based challenges and ICT
The project wants offer micro-learning opportunities for teachers in acquiring new digital competences to increase their capabilities.
GAMIFIED EDUCATIONAL MATERIAL
The ONLINE learning environment will be the second result developed by the project partners. The online learning environment will be delivered as an Open Educational Resource and it will host the micro-learning opportunities for teachers, scenarios to implement in classes through the client-based methodology and a community of practice. The community of practice indeed will guarantee a collaborative learning environment between teachers of different subject, and it will also be useful to answer to the continuous challenges faced by consumers in the e-market places.