Interactive monitors inspire and support interactivity, creativity and in teaching. They can turn any classroom into a learning centre, where students and teachers work together, share their ideas, create and exchange digital content, solve problems etc.
The lift is a mechanical system that moves TVs along the vertical and horizontal axis, extends them out of furniture, the ceiling or walls while also retracting them when necessary.
The recording and transmission of learning processes, enabled by the cameras and advanced video streaming technology represent an important educational resource because they make classes and lectures available at any time and from any location.
They can easily be moved from one part of the classroom to the next which is very important in individual, group and team-work activities as well as maintaining student comfort and focus.
Students and teachers use tablets and iPads in their daily school activities, leaving more room for creativity and innovation, professional development and close monitoring of each student’s progression.
This device can be explained as a combination between a projector and an interactive whiteboard as it can make any surface in the classroom interactive, thus ensuring a truly unique learning experience.
The electronic whiteboards, also known as smart or interactive whiteboards are connected to computers and projectors. To write on them, we use a special pen or even our finger. The IWBs also support the download of documents from computers as well as making and saving changes.
Virtual learning includes the use of modern technologies and the Internet as it is achieved with the help of the virtual reality headset. This headset functions as a screen that enables users to look at pictures and interact with the content while it creates the illusion of depth, typical for virtual environments.
Printing 3D objects from digital files is a revolution in learning in its own right because it allows students to turn abstract notions into tangible objects. The printer is also complemented by a 3D scanner.
The individual desks that are easy to assemble into larger ones depending on the activity or teaching requirement contribute to a higher level of cooperation, communication and teamwork.
By viewing content in 3D, students can understand different levels of complexity, view different components of a whole and recognise their connections and attain an entirely new and complete picture of the whole.
They provide a space for a large number of iPads to be charged and synchronised at the same time which means that students can always have their iPads ready for use.
What is special about this device is its excellent voice recognition ability. Through voice commands, students can ask Amazon Echo anything that interests them and receive answers on different phenomena, events and books or find out what is happening around the world.
In the Intelligent Classroom, both students and teachers use laptops. A research conducted in the US showed that students learn better and retain knowledge longer when they use laptops.
Lazy bags, egg chairs and comfortable, ergonomic furniture are ideal for relaxing spending time with friends during learning breaks.
The Intelligent table can be used by more than one student at the same time which encourages teamwork and inspires students to manage their learning and be creative and active in the process.
The Visualiser can be used to show documents, 3D objects, slides, etc. Connected with the computer, TV or monitor, it can display different objects and facilitate the enrichment of teaching through examples so that students can have a clear view and understanding of what they are learning.
Digital libraries and e-books can be found all around us if we want them. We can access them with a mobile phone, tablet or laptop, anywhere, anytime, with the help of an Internet connection.
This software facilitates the use of social networks in the teaching process, and the cooperation and interaction between students and teachers.
This online portal is available 24 hours a day; it keeps parents up-to-date with their children's activities and progress, and in touch with the teachers.
It is used for gathering and analysing information on all the participants in the education process, in order to advance the existing educational practices.
The advantages of using virtual computer games in teaching concern the possibility of experiencing and applying acquired knowledge inside a simulated environment. This learning method is conducive to the students' motivation and their desire to learn, explore and discover more.
Games as a means of teaching, especially video games, help develop the students’ creative thinking, their ability to deal with complex situations and their successful resolution, as well as their critical thinking.
Using educational apps for mobile devices, the students can gain knowledge in different fields – they can explore the planet using Google Earth and the 3D atlas, or participate in famous historic battles through playing video games.
This software facilitates the teacher-student communication, because it makes is easy for the teachers to see on their computers what the students are doing on their devices, or share their screen with them.
They include the software and the additional learning materials that enable students to do their coursework online. They kind of learning they facilitate is free from spatial and temporal constraints, and it makes use of multimedia content that is fully adjusted to the learning style. They also follow the student’s progress and advance the digital learning process.
The SMS notification system, usually connected to the e-diary, provides the parents with the possibility of receiving timely information on their children’s performance, activities, and development dynamics. This advances the communication between parents, students and teaches, and is conducive to the transparency of the education process.
This software makes it easy for teachers to assign tasks, keep a record on them and of each student’s performance, while at the same time enabling students to organise their activities, do the assignments and submit them to the teachers. All of this is done on the Internet.
In this system, the teacher asks a question, and the students answer it by pressing small remote-like devices, and the computer adds, sums up and visually represents the results.
It provides a simple way for the teachers to create and evaluate research projects, assignments, tests and quizzes for the students.