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ART CREATIVITY CODING- FULL STEAM AHEAD!

2018-1-IT02-KA229-0481882018School Exchange Partnershipsfinalized
Countries: IT|PL|PT|EL|TR|LV · Grant: €124,272.14
ICT - new technologies - digital competencesCreativity and cultureEarly School Leaving / combating failure in education

Project summary

ART, CREATIVITY, CODING- FULL STEAM AHEAD! Draws together 6 countries: Italy, Turkey, Poland, Portugal, Greece and Latvia. We have focused on this topic for the project because we think that students will feel more motivated to learn some fundamental concepts about how technologies and science can be used in many fields .Within this project we could not forget Art because it helps kids to develop phantasy, creativity which is in tight connection to science and technology and can provide ways to new solutions and inventions. The project is also relevant for the fact that we will be working with pre-primary school children to others aged 12-13, allowing a much broader perspective on each topic. Coding, both plugged and unplugged will also play an important role in the project providing a kindergarten approach to this new teaching. Our objectives are: 1Fill the gap that our students have in Steam subjects. 2 Provide every school with effective and innovative teaching. 3 Improve the scientific language in one's own mother tongue and English, further developing the CLIL approach. 4 Develop both staff and students' awareness of being European citizens by sharing a common project. 5 Enhance our students' learning through purposeful connections between investigation and practise. 6 Include low motivated, special needs pupils and girls to develop their sense of initiative, entrepreneurship, self-esteem thanks to Art, Tinkerlabs cartoon labs and games. 7-Encourage teachers to introduce innovations, thus strengthening the professional skills. The concrete results we want to produce are: -A logo for the project created with kids. - Project Website creation and development in every counties' mother tongue and English. -Creating didactical games / puppet creation of stories characters made with household materials. - Tinkerlabs to create little objects with 3D printers or with household materials. -Dramatic play of traditional children’s literature also in cartoon lab -Digital photos taken by children on a theme of their own place. - Pixel art calendar. -Booklet with ACC activities -E-Twinnings up-dating. - Coding games plugged and unplugged to be invented and shared. Our methodology wil be: learn by doing (tinker labs), problem based learning, cooperative learning, jigsaw classroom with a kindergarten approch that will be outlined by the 4 P of Project, Passion, Peer, Play . The participation to this project will contribute to the development of the involved schools in the long-term because anyone of us has something peculiar to teach the others. All school teachers will be involved in the project and new teaching methodologies will be acquired. To further develop the project, we shall: - involve specialized people present in the territory “learning partners” . - create “STEM Clubs” . -The website will be multilanguage, so anyone who does not know English will have the chance to benefit from it. - The page on the Etwinning will also be a source for teachers. We shall take part to the yearly coding week organized on the etwinning, we plan also to develop robotics, since some schools of our group have already started with it. In order to publicise the project we shall organize an introductory event to let our cities know about it. The project includes pupils of different ages, so it will be easily adapted to all pupils' need and we will have the opportunity to be developed it through the years; this being a potential longer term benefit . Last but not least our schools will be recognized as being at the forefront of new teaching methodologies.

Final report summary

ART, CREATIVITY, CODING- FULL STEAM AHEAD! has drawn together 6 countries: Italy, Turkey, Poland, Portugal, Greece and Latvia. We have focused on this topic for the project because we were sure( and the outcomes have proved it) that students would have felt more motivated to learn some fundamental concepts about how technologies and science work and how they can improve and better many fields .Within this project we have not forgotten Art because it has helped kids to develop phantasy, creativity which is in tight connection to science and technology and can provide ways to new solutions and inventions. The project has been relevant also for the fact that we have been working with pre-primary school children , primary school pupils and secondary school students aged 12-13, allowing a much broader perspective on each topic. Coding, both plugged and unplugged has also played an important role in the project providing a kindergarten approach to this new teaching. Our objectives were and have been accoplished: 1Fill the gap that our students had in Steam subjects. 2 Provide every school with effective and innovative teaching. 3 Improve the scientific language in one's own mother tongue and English, further developing the CLIL approach. 4 Develop both staff and students' awareness of being European citizens by sharing a common project. 5 Enhance our students' learning through purposeful connections between investigation and practise. 6 Include low motivated, special needs pupils and girls to develop their sense of initiative, entrepreneurship, self-esteem thanks to Art, Tinkerlabs cartoon labs and games. 7-Encourage teachers to introduce innovations, thus strengthening the professional skills. The concrete results we have produced are: -A logo for the project created with kids. - A Project Website in English. - Didactical games / puppet creation of stories characters made with household materials. - Tinkerlabs activities to create little objects with 3D printers or with household materials. -Dramatic play of traditional children’s literature also in cartoon lab -Digital photos taken by children on a theme of their own place. - Pixel art calendar. -Booklet with ACC activities -E-Twinnings up-dating. - Coding games plugged and unplugged to be invented and shared. Our methodology has followed these steps: learn by doing (tinker labs), problem based learning, cooperative learning, jigsaw classroom with a kindergarten approch that will be outlined by the 4 P of Project, Passion, Peer, Play . The participation to this project has contributed to the development of the involved schools in the long-term because anyone of us has tought the patrners new strategies and approaches. All school teachers have been involved in the project and new teaching methodologies have been acquired. We have involved the territory , requiring the presence of - specialized people present in the territory “learning partners” . Firms specialized in particular fields such as 3D printing, biotechnology - We have created “STEM Clubs” . -The website has been a good point to share experiences and know how - The page on the Etwinning has been a source for all our teachers. We have taken part to the yearly coding week organized on the etwinning and we have also developed robotics, since some schools of our group had already a great experience about that. In order to make our project known to the public, we have organized an introductory event to let our cities know about it. The project has included pupils of different ages, so it has been easily adapted to all pupils' need , thus providing us the opportunity develop it through the years; this being a potential longer term benefit . Last but not least our schools are now recognized as being at the forefront of new teaching methodologies. Despite the pandemia, that has created lots of problems to our countries, we have remained sticked to what was first programmed and we are satisfied of having been able to work together at high levels .

Project partners (6)