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STEAM-BOX: Courses, Tools, Resources for Teachers

2020-1-HU01-KA201-0787432020Strategic Partnerships for school educationfinalized
Countries: HU|FI|AT|TR · Grant: €218,026
Open and distance learningKey Competences (incl. mathematics and literacy) - basic skillsResearch and innovation

Project summary

Transdisciplinary integration of STEAM fields in the learning process is an emerging concept. This growing phenomenon took its part in many educational policy reports, including new skills and key competencies that needed to have in the knowledge century. Although recent study highlights the need for integration, there is still a gap in the field of implementation. Relevant literature indicates that to transfer the theory into practice 1) knowledge, skills, and experience of teachers 2) infrastructure, platforms, and tools, 3) educational resources are some of the most important factors in the integration process. In this project, four intellectual outputs (IO) and five multiplier events (ME) are planned to serve these factors. The target group will be teachers, in some cases prospective teachers, teacher educators, researchers, and students. In the frame of the project, it is expected a minimum 500 participants will be first-degree beneficiary through IOs and MEs during the project. The first IO is a gamified e-learning platform which will be evolved out of GeoGebra. GeoGebra is a free open-source mathematical software which was designed to combine algebra, geometry, calculus, statistics and more recently support STEM subjects in a single, integrated system. It also has a platform to share open educational resources (OER). In IO1, game elements will be embedded to the GeoGebra platform to disseminate it within teachers from different fields and increase the usage of registered users through gamification. In this IO, the power of gamification for increasing the motivation, engagement, enjoyment, and participation will be used. The gamification design will be grounded on research which will be conducted during the project. With IO3, OER about STEAM will be developed via GeoGebra software and published in the GeoGebra platform which has over 100 million users. In addition to these interactive materials, hands-on materials will be created for the ones whose technology access is limited. In this way, GeoGebra will serve as a hub for transdisciplinary studies within teachers and a source for students. IO2 will be an open online course (OOC) about STEAM education. The powerful part of the course will be handling the subject from various aspects and providing the opportunity for teachers to develop their own STEAM project ideas and educational materials. The last IO will be an e-book on STEAM education. In collaboration with researchers, teachers and practitioners chapters will capture STEAM research results as well as good practices of integrating disciplines and related pedagogies in and out of schools. The target audience of the book will also be researchers, teachers, policymakers and any practitioners aiming to enhance STEAM education. As can be seen, IOs serve the factors mentioned in the integration literature. IO1 provides a platform for STEAM education. IO2 contributes to the professional development of teachers. IO3 provides OER for both teachers and students. IO4 is both a handbook for teachers and a qualified resource that combines theory and practice for researchers and teacher trainers. The MEs are actually learning-teaching-training (LTT) activities which will be held by each partner organization. First ME will be a conference on STEAM Education, which will contribute to the content of the ebook (IO4) with the chosen proceedings. Another ME will target students, teachers as well as academics who focus on the integration of arts into STEM education, while others include a series of STEAM workshops in various related subjects. In this context, it is possible to say that MEs serve as an output to the project. Events will be as qualified as the outputs and because of planning them as LTT activities there won’t be a limit for the participants, they all will be open. The project stands out with its openness and the choice of its partners. All IOs are open and sustainable under the guarantee of a strong brand with 20 years of history, such as GeoGebra. It is possible to say that the consortium was established with a real strategic partnership. Kaposvár University incorporates the education of STEM fields and is experienced in educational material development via GeoGebra. Hacettepe University Department of Computer Education and Instructional Technology specializes in gamification, online learning, educational resources, and ICT integration into education. Johannes Kepler University Department of STEM Education is the technical force behind GeoGebra and carries out research on both STEM education and GeoGebra. University of Jyväskylä works especially for the integration of arts into STEM and specializes to train students and teachers through experience. PEKSA, the association of teachers and researchers, is an expert in teacher training and has a wide teacher network for European level dissemination activities.

Objectives

We wanted to achieve - providing help in the field of STEAM (science, technology, engineering, arts and math) for teachers, teacher students, researchers, students or for any users - to increase the supply of qualified teachers, including through international cooperation for teacher training increase professional development opportunities for all staff in STEAM practices and principles - promote interdisciplinary cooperation in (STEAM) field - strengthen teachers’ teaching knowledge-skills-experience in STEAM field - raise the achievements of primary, secondary and high school teachers, students in STEAM subjects - to implement Gamification of GeoGebra - is the world’s favorite, most widely used free math tool. This way, to make this mathematical tool available to the whole world in gamified form. We targeted to reach at least 100 students enrolling in our Open Online Course, 265 participants with our Multiplier events, and 1 000 recipients at European level through the planned dissemination activities.

Background

Skills in Science, Technology, Engineering and Mathematics and also Art (STEAM) and inquiry-based pedagogy are becoming an increasingly important part of basic literacy in today's knowledge economy. To keep growing, Europe needed one million additional researchers. Yet science education can no longer be viewed as elite training for future scientists or engineers. Europe 2020, the EU’s growth and jobs strategy for the current decade, striving to pave the way to a smart, sustainable and inclusive future. It pursues the EU objective of “Improving the quality and efficiency of education and training” with the achievement that fewer than 15% of 15-year-olds should be under-skilled in reading, mathematics and science. To increase achievement in math, science and technology has been introduced in many recent policy documents like the New Skills Agenda for Europe (EC, 2016) and the Council Recommendation on Key Competences (EC, 2018) to contribute to Europe 2020 benchmarks. Target 4.c of the Sustainable Development Goals highlights the need to increase the supply of qualified teachers. We wanted to contribute to it with a free Online Course, free Open Educational Resources and with an ebook and also with Gamification of GeoGebra.

Project partners (5)