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STEAM4ALL – SUPPORTING THE DIGITAL INCLUSION OF ALL STUDENTS THROUGH AN INTER-DISCIPLINARY PROGRAMME FOR A SUSTAINABLE FUTURE

2020-1-DE03-KA201-0775382020Strategic Partnerships for school educationfinalized
Countries: DE|IT|CY|EL|NL · Grant: €185,714
ICT - new technologies - digital competencesSocial entrepreneurship / social innovationKey Competences (incl. mathematics and literacy) - basic skills

Project summary

Digitisation and Industry 4.0 are perhaps the most important drivers behind the profound transformation of the labour market and the way people work which has resulted in an increased demand of digital skills. In order to reinforce the above, the Commission has revealed last February 2020 its actions for a digital transformation which focuses on the EU society powered by digital solutions, that opens up new opportunities for business and boosts the development of trustworthy technology while equipping young people with digital skills for a competitive future. This follows the 2018 Digital Education Action Plan which urged Member States to go ‘wide’ of the different aspects of digital competences, but also to go ‘deep’ for more specialised skills to respond to the ever growing needs of the labour market while closing the ‘gender gap’.. Reflecting on the above, the consortium aims to design, pilot-test and produce an inclusive STEAM4ALL MULTI-MEDIA TOOL KIT to support students with fewer opportunities (marginalised, living in remote or rural areas, with migrant background) to acquire a combination of digital (coding and robotics) and STEAM competences based on an inter-disciplinary approach that will promote environmental education and sustainable development. In doing so the project, addresses the following priorities: SCHOOL: INCREASING THE LEVELS OF ACHIEVEMENT AND INTEREST IN STEM HORIZONTAL: Supporting individuals in acquiring and developing basic skills and key competences The project promotes STEAM related competences through the teaching of robotics which is an an effective, fascinating and motivating way for students combining a wide range of skills. Robotics is increasingly being considered as the fourth “R” of learning, “Reading, wRriting and aRithmetic” that students must understand to succeed in a highly competitive, technology-driven world. Robotics integrates all STEAM fields in a way no other subject can cover. It integrates mechanical, electrical, electronics, control engineering, computer science, technology, math and science. STEAM Education is fully applied using hands-on experience of learning to design, build and program robots of increasing complexity. This can greatly boost students’ teamwork and problem-solving abilities, while helping them to learn how abstract concepts of mathematics, engineering and computing actually work in practice. If students get involved in robotics on a competitive level, they will encounter a whole new arena of exciting creative and practical challenges. New learning methods such as experienced-based learning, work-integrated learning, and experimental-learning can be easily promoted thus encouraging students to take active role in their learning building on newly acquired skills, using existing knowledge, applying into specific scenarios and gradually enriching it with the advanced features of knowledge. This will be achieved as students and their teachers will be working on cross-curricular topics based on the identification of a problem or need within the environment, community or culture which they will try to solve using a combination of STEAM, ROBOTICS, CODING (or 3D technologies) and then share-present this for further exploitation. HORIZONTAL: Strengthening the profiles of the teaching profession The target group of school teachers (mainly IT or from related fields science, technology) will be provided with opportunities to acquire the aforementioned competences and be trained to implement the STEAM4ALL programme, either as part of the school curriculum or as extra-curricular activities organised in flexible ways based on synergies and partnerships with experts. The profiles of the teachers/professionals will be upgraded and strengthened through the professional development programme to be developed to acquire the digital, STEAM, coding and robotics skills to support students. All the material to be developed as part of the INCLUSIVE DUAL STEAM4ALL PACK both on-line and off-line accompanied with multi-media tools and resources to target the needs and requirement of students. HORIZONTAL: Environmental and climate goals: Schools have an important role to play as innovators of social change and sustainable development for a circular economy by promoting environmentally friendly, digitally oriented and socially responsible minded young people who apply their knowledge, skills, attitudes and competences for the protection of the environment and prevent climate change. This means that traditional school curricula, need to break subject boundaries to be able to apply cross-curricular and inter-disciplinary approaches to promote the acquisition of digital, robotics and STEAM competences to resolved challenges seen in the environment or community they live in: reduce and manage waste, recycling, saving energy etc. The project will use environmental issues as the basis of all STEAM related activities thus applying a topic related methods.

Objectives

The project aimed to achieve the implementation of STEAM Education through hands-on experiences in designing, building, and programming drones. This approach was envisioned to enhance students' teamwork and problem-solving skills, enabling them to grasp the practical applications of abstract mathematical, engineering, and computing concepts using STEAM4ALL educational resources. For the target group of teachers, the project sought to provide opportunities for acquiring IT and related field competences. It aimed to offer training in the implementation of the STEAM4ALL program, whether integrated into the school curriculum or offered as flexible extra-curricular activities through partnerships with experts. The project aimed to enhance and fortify the profiles of teachers and professionals through a professional development program focused on acquiring digital, STEAM, coding, and robotics skills to support students effectively. The comprehensive STEAM4ALL EDUCATIONAL PACK, including online and offline materials, multimedia tools, and resources, was designed to cater to the specific needs and requirements of both teachers and students.

Background

The STEAM4ALL project was pursued in response to the urgent need for enhanced STEAM (Science, Technology, Engineering, Arts, Mathematics) education accessibility in schools, a need exacerbated by rapid technological advancement and widening socio-economic disparities. This application aligns with the 2018 Digital Education Action Plan's call for comprehensive digital competence development and gender gap reduction in Member States' educational systems. Within the framework of the STEAM4ALL project, we undertook the task of addressing two paramount priorities: 1. Increasing the Levels of Achievement and Interest in STEM. 2. Strengthening the Profiles of the Teaching Profession. Preliminary research coupled with evidence garnered through the STEAM AUDIT revealed challenges faced by educators and schools, namely: - Lack of Pedagogical Models for teaching STEAM subjects attractively. - Insufficient Support (technical and pedagogical). - Budget Constraints, which hindered access to appropriate teaching materials. - Inadequate Training for STEAM education. Additionally, regional constraints such as a lack of content in the national language (Cyprus), pressure on teachers (Germany), and a shortage of computers (Greece) were observed.

Project partners (7)