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STEAM like Leonardo

2018-1-ES01-KA229-0501802018School Exchange PartnershipsfinalizedGood practice
Countries: ES|BE|IT|RO|PL · Grant: €128,179.5
ICT - new technologies - digital competencesKey Competences (incl. mathematics and literacy) - basic skillsCultural heritage/European Year of Cultural Heritage

Project summary

CONTEXT/BACKGROUND All the schools involved in this project (Belgium, Italy, Poland, Romania and Spain) have a common concern which is to apply new methods more suitable for answering present educational requests referring to the obstacle that Science and Maths can create. The aim of our project is to relate STEAM and Leonardo da Vinci. Leonardo was not only a great painter but also a polymath as shown in this famous quote: “Study the science of art. Study the art of science. Develop your senses – especially learn how to see. Realize that everything connects to everything else.” We have also taken into consideration that 2019 marks the 500th anniversary of Leonardo da Vinci's death - a perfect reason to celebrate his legacy of science, art and engineering. Through Leonardo's life and work, we expect to tie all the subjects to each other in an interdisciplinary way. "STEAM like Leonardo" project can help students, no matter their gender or social and economic background or linguistic difficulties. OBJECTIVES 1. The objectives of our project were set after a SWOT analysis: 2. To engage students in the STEAM areas through Leonardo da Vinci. 3. To develop intercultural competences and research, digital and communication skills through ICT tools 4. Social and gender inclusion and equality of opportunities 5. Educational innovation PARTICIPANTS The project is thought for students aged 12-16 (Secondary School), a wide age range thanks to the variety of activities designed to be accomplished throughout the entire project. Altogether we estimate that more than 25000 people will benefit from implementing this international project. Through internal dissemination activities we expect to reach all the members of the educational community and as the open inclusive project goes on more teachers and pupils from other classes will take part in it. Thanks to the external dissemination activities we will involve local institutions (libraries, community centres, Art centres, City Halls, museums, factories, universities) as well as other schools, teachers and general audience by the means of sharing results and activities. ACTIVITIES To reach the objectives we wanted to accomplish, we decided to divide our project into six topics each of them related to one concrete aspect of Leonardo’s life and work: 1.Leonardo Da Vinci and his times 2.the artist, 3.the anatomist, 4.the visionary, 5.the inventor, 6.the scientist and mathematician METHODOLOGY Since not all the partners have the same expertise, our partnership is strategic in the sense that we can work together to exchange experience and know-how and receive joint training from our expertises within the partnership about STEAM, Augmented reality, gamification, eTwinning/Twinspace, CLIL methodology, safe internet, ICT tools, problem-solving strategies. We will promote inclusion and equity, also gender equality according to the big data about low percentage of female in Scientific university curricular. IMPACT Our goal is to foster the true innovation that comes with combining the mind of a scientist or technologist with that of an artist or designer. Students will be engaged in reasoned discourse about science and technology and cultural heritage. They will be able to explain phenomena in many perspectives. At the same moment, STEAM methodology will empower students’ ability to understand how they can achieve and develop their potential to participate in society as reflective and entrepreneur citizens. RESULTS: - inclusion criteria - students self-confidence, - teamwork - diversity of methodologies - awareness of cultural heritage - use of digital technologies - specific materials for classroom work and workshops (quizzes, games, reports, lesson plans, tutorials, videos, eBook, Treasure Maths, Science Hunt, Geogebra files, Geometric Origami, 3D Hologram) - assessment plan (questionnaires, rubrics) - dissemination activities (website, Twinspace, social networks, eLearning/training events) - final products: logo, presentations, films, eBooks, a Vitruvian Man puzzle, exhibitions, eMuseum, LEO Trivial Pursuit game, role-playing game. POTENTIAL LONGER TERM BENEFITS Our project is addressed to the students and teachers of Secondary schools. It’s also connected to the results of OECD Programme for International Student Assessment (PISA) and its purpose. It provides to examine not only what students know in science, reading and mathematics, but also what they can do with what they know. Specifically, we think that “STEAM like Leonardo” can help our school system to enhance OECD programme because develops and intertwines students’ performance in Science and attitude towards Science and Maths with their performance in Human sciences. Many of the content and methodologies developed in “STEAM like Leonardo” project will be able to be incorporated in the curricula of schools and, thanks to the dissemination plan, not only of the schools involved on the project.

Final report summary

All the schools involved in this project (Belgium, Italy, Poland, Romania and Spain) had a common concern which was to apply new methods more suitable for answering present educational requests referring to the obstacle that Science and Maths can create. The aim of our project was to relate STEAM and Leonardo da Vinci. Leonardo was not only a great painter but also a polymath as shown in this famous quote: “Study the science of art. Study the art of science. Develop your senses – especially learn how to see. Realize that everything connects to everything else.” We have also taken into consideration that 2019 marks the 500th anniversary of Leonardo da Vinci's death - a perfect reason to celebrate his legacy of science, art and engineering. Through Leonardo's life and work, we have tied all the subjects to each other in an interdisciplinary way. "STEAM like Leonardo" project can help students, no matter their gender or social and economic background or linguistic difficulties. OBJECTIVES The objectives of our project were set after a SWOT analysis: 1. To engage students in the STEAM areas through Leonardo da Vinci. 2. To develop intercultural competences and research, digital and communication skills through ICT tools 3. Social and gender inclusion and equality of opportunities 4. Educational innovation PARTICIPANTS The project was designed for students aged 12-16 (Secondary School), a wide age range thanks to the variety of activities designed to be accomplished throughout the entire project. Altogether we estimate that more than 25000 people benefited from implementing this international project. Through internal dissemination activities we reached all the members of the educational community and as the open inclusive project went on more teachers and pupils from other classes got involved in it. Thanks to the external dissemination activities we involved local institutions (libraries, community centres, Art centres, City Halls, museums, factories, universities) as well as other schools, teachers and general audience by the means of sharing results and activities. ACTIVITIES To reach the objectives we wanted to accomplish, we decided to divide our project into six topics each of them related to one concrete aspect of Leonardo’s life and work: 1.Leonardo Da Vinci and his times 2.the artist, 3.the anatomist, 4.the visionary, 5.the inventor, 6.the scientist and mathematician METHODOLOGY Since not all the partners have the same expertise, our partnership was strategic in the sense that we could work together to exchange experience and know-how and receive joint training from our expertises within the partnership about STEAM, Augmented reality, gamification, eTwinning/Twinspace, CLIL methodology, safe internet, ICT tools, problem-solving strategies and Design thinking method. We promoted inclusion and equity, also gender equality according to the big data about the low percentage of females in Scientific university curricula. IMPACT Our goal was to foster the true innovation that comes with combining the mind of a scientist or technologist with that of an artist or designer. Students were engaged in reasoned discourse about science and technology and cultural heritage. They were able to explain phenomena in many perspectives. At the same time, STEAM methodology empowered students’ ability to understand how they could achieve and develop their potential to participate in society as reflective and entrepreneur citizens. RESULTS: - inclusion criteria - students self-confidence, - teamwork - diversity of methodologies - awareness of cultural heritage - use of digital technologies - specific materials for classroom work and workshops (quizzes, games, reports, lesson plans, tutorials, videos, eBooks, Treasure Maths, Science Hunt, Geogebra files, Geometric Origami, 3D Hologram) - assessment plan (questionnaires, rubrics) - dissemination activities (website, Twinspace, social networks, eLearning/training events) - final products: logo, presentations, films, eBooks, exhibitions, eMuseum, Leonardo's detective virtual escape room and role-playing game. POTENTIAL LONGER TERM BENEFITS Our project was addressed to the students and teachers of Secondary schools. It was also connected to the results of OECD Programme for International Student Assessment (PISA) and its purpose. It has examined not only what students know in Science and Mathematics, but also what they can do with what they know. Specifically, we think that “STEAM like Leonardo” has helped our school system to enhance OECD programmes because it develops and intertwines students’ performance in Science and attitude towards Science and Maths with their performance in Human sciences. Many of the content and methodologies developed in “STEAM like Leonardo” project was incorporated in the curricula of schools and, thanks to the dissemination plan, not only of the schools involved on the project.

Project partners (5)