Famous female mathematicians 2

High School September, 17th Lajkovac, Serbia, 25.04.2019

The students of our school, economic technicians, together with teacher Milijana Petrovic, participated in preparations of this event.

In the Week of discovering innovative resources, in the fields of science, technology, engineering and mathematics, students from the Elementary School presented the eTwinning project “Famous female mathematicians 2”.

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“Get Sociable and Enjoy STEM”

April 23 the National Sovereignty and Children’s Day was dedicated to all children of the world, by Mustafa Kemal ATATÜRK, the founder of our country. Being conducted as a part of STEM Discovery Camp, the STEM Camp Project, therefore, was performed on this special day. 20 secondary school students, 12 are female and 8 are male, from 5 different schools of two cities of Turkey attended the camp. There were more vacancies for female students than male ones to avoid gender gap. The students were elected through some objective criterions applied in a Google Form (https://docs.google.com/forms/d/1mFA-i5VSc8b-hDRi1dsD-eUL082iclWP24gXpi4qi-0/edit). The camp was held during two days (April 23-24). The students were provided accommodation at Golden Village Open Air Museum for one night. We consider this Project was an excellent experience for them.

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Astronaut’s life

By science teachers: Catalina Stanca and Mihaela Ciapa

Our event consists of two distinct activities: an experimental project and a contest designed for middle school students. 

The first part is focus on analyzing the astronaut’s life from the International Space Station. We observe five usual day by day activities in microgravity, trying to realize experiments that explain the methods used by astronauts. This part of the event is design by high school students who made videos, trying to answer to the following questions:

  • “How do astronauts weight themselves?”
  • “How astronauts workout in space?”
  • “Is capillarity effect in space?”
  • “Is Greenhouse effect in space?”
  • “The sound in a vacuum” or “Which are the sounds of the planets?” 

These videos were presented to students in eight and ninth grades.

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Augmented and Virtual Reality in Education

Nea Genia Ziridis school in Greece had the pleasure to invite 300 participants (teachers and students) from different secondary schools in prefecture of Attica to the conference entitled: “ARIE: Augmented and Virtual Reality in Education” which was held at the 12th April, 9.30 pm-1.00am.

               Pedagogical aim underlying the conference

The purpose of the conference was to give students and teachers the experience of using virtual and augmented reality tools in the school environment through STEAM (Science, Technology, Engineering, Arts, Mathematics) activities.

The conference was under the auspices of the Erasmus +KA2 program, which Nea Genia Ziridis coordinates in collaboration with Schools from Spain, Cyprus and Italy. The main objective of the program entitled ARIE: “Augmented and virtual Reality In Education”, was the integration of AR (Augmented Reality), VR (Virtual Reality) and 3D printing tools in teaching secondary school subjects.

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CSI: The brain collector serial killer case

Brief project description

“CSI: The brain collector serial killer case” is an Educational Escape Room (EER) activity with a focus on learning about human’s nervous system designed and implemented by 16-year old high school students from “Ekpaideutiki Anagennisi” in Afidnes, Greece on 19th of March 2019. But …. what is an EER?

What exactly is an Educational Escape Room?

Escape rooms are live action, team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time. Over the last year, there’s been worldwide growth in creating and introducing into the classrooms Educational Escape Room activities (EERs), facilitated by educators that have adapted the initial concept to fit the needs of their students.

What makes these activities special compared to other examples of gamification in education that have been studied in the past regarding their educational impact on the learners, is the fact that they can provide a thrilling, immersive learning experience that can intrigue students’ minds and assist them to develop critical thinking and problem-solving skills. The incorporated collaborative elements of these activities and the limited time frame that students have at their disposal promote the development of their social and team-working skills that are necessary for them in order to succeed.

Naming brain parts puzzle
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