• TÁMOP - 3.1.4.-12/2-2012-0201
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Activities

Scene
E-safety

Student 1: Teacher can you please explain us what e-safety means?
Teacher: Of course! I will give you some useful tips. Here are my colleagues, they can help you too.
Student 2: Thank you very much!
Teacher 1: Let me explain you what SMART Rules mean

S = SAFE
Keep safe by being careful not to give out personal information - such as your name, email, phone number, home address, school name to people who you dont know or trust online. Never send pictures to strangers.

M = MEETING
Meeting someone you have only just been in touch with online can be dangerous. Only do so with your parents or carers permission and even then only when they can be present.

A = ACCEPTING
Accepting emails, IM messages, or opening files, pictures or texts from people you dont know or trust can lead to problems - they may contain nasty messages or viruses.

R = RELIABLE
Someone online might be lying about who they are, and information you find on the internet might not be correct.

T = TELL
Tell you parent, carer or a trusted adult if someone or something makes you feel uncomfortable while using the internet. Keep passwords private except from parents.

Students: These are really useful, thank you!
Teachers: For nothing, try to keep them in your minds!

Maths actvities - Hungary
1. Our school has a chess club, where it is important not only to learn the rules, but also to think critically and logically.  
2. "Traditional Mathematics Competition" - in which students from our school participated.
 
3. The Money7 Financial and Entrepreneurship Week, which is also linked to the European Money Week and Global Money Week international programmes, is held at Szabó Pál Primary School. The aim of the programme is to help young people become more aware of their finances and to learn about the economy and the world of finance from reliable sources that can be used in everyday life.  This year, the theme of the financial theme was "Modern money management and digital security". Our students learned new skills through fun and playful exercises.
 
4.Live board game with maths puzzles. You can move on with the number thrown if you solve the maths puzzle correctly.


5.Mathematical concepts and calculations in archicture. Model, involving an architect.
6.Complex learning and teaching of science. Learning through experiments, based on personal experience.