Visibility of eTwinning Projects Group July 2026 Newsletter
the interdisciplinary action method. Within this framework, essential key competencies were targeted: digital skills, literacy, multilingualism, mathematical and scientific competencies, as well as active citizenship. Students developed their digital skills and creativity by working in mixed teams on Canva or Genially, bringing their work to life in interactive e-books created using Book Creator and FlipHTML5.
Furthermore, artificial intelligence through ChatGPT, Google Gemini, and other tools was innovatively integrated as a learning partner: students utilized AI tools to generate mind maps that helped them structure information, as well as to create book covers, images associated with scientific content / practical problems, and thematic posters designed to facilitate the understanding of various curricular contents. The activities carried out were perfectly integrated into the teaching and learning approach for French as a Foreign Language( FLE), focusing on lexical and socio-cultural skills. All the materials, whether posters or texts, were used in class, presented, discussed, and debated both individually and in pairs.
The scientific component of the project was very well represented. Students created scientific problems illustrated with the help of artificial intelligence. In geometry, they used metric relations in right-angled triangles as well as general triangles. In algebra, students solved firstand second-degree equations or systems of equations applied to real-life contexts. AI helped students discover the practical utility of mathematics, as well as physics, chemistry, and biology in everyday life.
Students created graphical representations of functions using GeoGebra and completed a test on the topic " Applications of Mathematics in Biology " in GeoGebra Classroom.
They also created geometric constructions in GeoGebra, which they used to generate posters, once again leveraging artificial intelligence.
Students used AI-generated images to create interactive games. From a health perspective, AI is used to design physical activity monitoring programs( step count, heart rate, activity levels), for selfassessment, tracking physical progress, refereeing, physical rehabilitation, technical strategies, and analysing movement and posture using digital tools.
The project also encourages the development of digital skills through the responsible use of technology in sports.
The materials created during the project represent an effective learning resource for students. Their scientific, collaborative, and communication skills improved
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