DigitalKidZ®: Open Source School aim is to increase Digital literacy and adapt the educational methodology in Bulgaria according to the 21st century trends – modern, effective, digital-wise and innovative.

We believe that technological literacy will make children become creative with the use of technology, smart objects and video games instead of being passive users.

DigitalKidZ®: Open Source School is a project of DigitalKidZ Foundation. It’s the first digital literacy project that not only supports but also creates educational tools for teachers, parents and children making a bridge in-between, leading to the 21st century skills.

The great variety of DigitalKidZ® initiatives, workshops and educational tools aims to offer a proper solution to a wider variety of people, ages, interests and occupation answering to their current needs and digital literacy know-how.

Not only.

Focused on digital literacy, DigitalKidZ® develops also the emotional and multiple intelligence of children, balancing the left & right brain work and soft skills, their creativity, imagination, storytelling ability and team work.

DigitalKidZ®: Open Source School goes beyond the school building. It’s an educational program and educational tools that support the mindset change about technology. It’s combines an annual TechEdu conference and exhibition, DigitalKidZ® Hub & DigitalKidZ® Club educational program, online books and tutorials, DigitalKidZ® Imagination educational activity game and handbooks distributed across Europe.

Awarded by Forbes Bulgaria as Responsible Campaign for 2016 and by Darik Radio – „40 before 40“ Chart for innovative ideas (2015), DigitalKidZ® changes the environment we live in because a digitally literate person is „multi-dimensional and interactive“ capable of integrating different information sources and solving challenges in an interactive environment.

DigitalKidZ® is a registered trademark and only Foundation „DigitalKidZ“ has the exclusive rights to use it. In accordance with the national and European law any unauthorized use of the trademark without the permission of its owner is an infringement of rights and is subject to sanctions.

DigitalKidZ® is not about Digital, it’s about Children who don’t know the world before the Digital (r)Evolution.

Kids born after the year 2000 – Generation Z, are growing up in times when virtual reality is just a pair of 3D glasses away and the internet has grown into a necessity and a shadow of everyone. The increasingly mobile digital media world offers an explosion of ways for kids to connect, communicate, and work together. They have opportunities to engage with others in their schools, communities, and around the world, but every coin though has two sides.

Apart from the great conveniences provided by new technology including immediate access to information, it could be also dangerous. Kids must learn new rules of proper communication and collaboration if they are to convey and absorb ideas in a responsible, effective, and pro-social manner. In order to avoid technology threats for children, their parents and teachers should be digitally literate.

The European Reference Framework of Key Competences was defined in the Recommendation on key competences for lifelong learning adopted by the Council and the European Parliament in December 2006. The framework identifies eight key competences – which combine knowledge, skills and attitudes – considered as necessary for personal fulfilment and development, active citizenship, social inclusion and employment in the 21st century.

Teaching key competences may involve:

  • A greater emphasis on interactive learning environments, presenting learners with openended problems and challenges. Learners may debate and test ideas, work in teams, access online platforms for collaboration.
  • Collaboration with external community and business stakeholders to create more opportunities for “real world” learning.
  • Closer attention to the social-emotional aspect of learning, including the quality of relationships between and among teachers and learners.
  • Closer attention to how learners apply their informal and non-formal learning to what they learn in school.
  • New approaches to assessment, including classroom-based formative assessment and summative assessments that provide information on learners’ understanding of interconnections and processes (rather than fragments of knowledge), or ability to perform complex tasks.
  • Relevant use of ICT to support collaborative work, provide access to educational resources, track learner progress and assess higher-order thinking

According to the latest report by the European Literacy Policy Network (ELINET) – Literacy in Bulgaria – country report – March 2016 technologies are the tool that gives equal access to quality education for everyone and this responds to modern trends and transformation of the educational system, adapting to an information society. Unfortunately, only 17% of Bulgarian students use computer devices to seek additional information about their educational process, according to the 45% EU average. One of the reasons for this is the low computer literacy of their teachers, limited to „basic knowledge“. Despite of the remarks that the educational process and methodology in Bulgaria do not meet the current needs of the students and it is also quite outdated not only because of the low digital literacy, but also because the modern teachers do not change the tools they work with – only 18% teachers know about innovative educational IT products, but still they do not use it in class.

Studies have shown that the outdated educational methodology and educational tools cause low motivation for learning, and even early dropping out of school.

„The quality of the education system can not exceed the skills of its teachers“ – MacKinsey, 2007

DigitalKidZ® Mission:

    • Redesign education to include Digital Literacy and 21st century skills Program in every school in Bulgaria.
    • Disseminate a basic curriculum that defines the standards of ethical behavior on digital platforms – for K-8 students
    • Educate and empower teachers about Digital Literacy and how to transform educational process according to the 21st century skills
    • Educate and empower parents about technology and important behavioral guidelines involving the use of digital media.
    • Create 21st century educational programs, STEAM edu tools/games

We aspire for students to be creators not just consumers of tomorrow’s technology.

“We still instruct children not to poke in wall plugs and not to play with sharp objects, but we are not aware that the technology they learn intuitively is the source of threats for their security and identity. When not used with measure technology can annihilate the human in humans and replace communication and empathy with a chat on the mobile. Statistics suggest that more than half of parents are not aware of parent control programs. Hence, they are not aware what their kids are doing online and what kind of content they use. More than 80 percent of present-day kids already use the internet even before they enter puberty. One in three children has been the target of sexual messages online, one in six has been exposed to cyber bullying which may also grow into offline bullying. We instruct our kids not to talk to strangers in the street but we are not able to help and protect them while they are online.”

Ivelina Atanasova, Chairman of the Board at DigitalKidZ Foundation

„The future of the economy is in STEM,” says James Brow.

STEAM. Science, technology, engineering, art and mathematics are at the heart of all „professions of the future“.
DigitalKidZ® Club is an education program based on gaming that supports children to develop their emotional intelligence and digital literacy, along with their STEM skills, collaboration & communication skills, creativity – the key competencies of the 21st century.

„We may not be able to prepare the future for our children, but we can prepare our children for the future,“ Franklin Roosevelt.

DigitalKidZ® Club has been developed and verified in DigitalKidZ® Hub – a creative education space for innovation where the team of DigitalKidZ Foundation work with children in the age 7-12 year. The classes are small – up to 10 children and children work with an individual mentor.

If you are interested in opening a DigitalKidZ® Club at your school or educational center or you want to support us, please get in touch at hello [at] digitalkidz.eu.

DigitalKidZ® Imagination Educational Activity Game

DigitalKidZ® Imagination is an educational activity game that develops emotional and multiple intelligence of children, balancing the left & right brain work. It's aim is to provide tools for teachers that provoke children to develop all types of intelligences, their creativity, imagination, storytelling ability and team work or/and to help them reach every student in the classroom in his way of learning. The game is suitable also for family activities.

The theory of multiple intelligences was developed in 1983 by Dr. Howard Gardner, professor of education at Harvard University. It suggests that the traditional notion of intelligence, based on I.Q. testing, is far too limited. Instead, Dr. Gardner proposes eight different intelligences to account for a broader range of human potential in children and adults. These intelligences are:

  • Linguistic intelligence („word smart“)
  • Logical-mathematical intelligence („number/reasoning smart“)
  • Spatial intelligence („picture smart“)
  • Bodily-Kinesthetic intelligence („body smart“)
  • Musical intelligence („music smart“)
  • Interpersonal intelligence („people smart“)
  • Intrapersonal intelligence („self smart“)
  • Naturalist intelligence („nature smart“)

One of the most remarkable features of the theory of multiple intelligences is how it provides eight different potential pathways to learning. If a teacher is having difficulty reaching a student in the more traditional linguistic or logical ways of instruction, the theory of multiple intelligences suggests several other ways in which the material might be presented to facilitate effective learning.

The Emotional intelligence includes both interpersonal intelligence and interpersonal intelligence and it’s increasingly important to connect in the modern world, both with ourselves and others. When it comes to happiness and success in relationships, education and personal goals, emotional intelligence (EQ) matters just as much as the more well known, intellectual ability (IQ). But it has to be developed.

We need emotional intelligence to turn intention into action, in order to make informed decisions about the things that matter most to us, and to connect to others in productive and nurturing ways.

DigitalKidZ® Imagination Activity Game box includes:

  • 100 challenges cards
  • a story of Zed journey
  • a puzzle
  • stickers
  • game instructions.

The activity game could be used in the class room or as a family game. If you need more information, please write at hello [at] digitalkidz.eu or you can buy a game in our online shop.