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Promoting and Involving STEAM Education in Creating a Culture of Innovation at School

2020-1-LT01-KA101-0777442020School education staff mobilityfinalized
Countries: LT · Grant: €36,456
Creativity and cultureNatural sciencesICT - new technologies - digital competences

Objectives

With this project, we aimed for 14 members of the project team to participate in selected and planned training, job shadowing and training visit activities, in order to gain personal experience, competences, knowledge and attitudes that would bring added value in popularizing, involving and creating a STEAM school. In harmony with the strategic needs of the gymnasium, the main goals of the project were the following: - To use the ideas of improving the STEAM education process and modernizing the environment observed in other European schools, in order to achieve innovations in the gymnasium; - To expand and enrich the content of STEAM education, developing the relevant STEAM competencies of teachers and managers, in order to achieve the attractiveness of STEAM activities, the students‘personal achievement progress, motivation, creativity and teachers' involvement; - To activate the internationalisation level and initiate cooperation with partner organizations to create new Erasmus+ projects that would involve more teachers and students in the future, improving project management, linguistic, social and cultural competencies of teachers and managers; - To disseminate good practices how we develop a STEAM school as a whole strategically.

Background

Alytus Jotvingiai Gymnasium aimed to create an innovative STEAM school from 2018. in 2019 the school became the ambassador of the STEM School Label project of the European School Network. Creating and implementing a clear STEAM school strategy has become one of the strategic goals of the gymnasium. After carrying out a SWOT self-assessment, we realized that it is necessary to improve the STEAM competencies and experience of human resources in order to initiate and implement innovative changes in the organization at all levels. Involving the whole community in this process, it is important to popularize STEAM education, its topics and philosophy in attractive ways and clear methodologies. Submitting a project application to the Erasmus+ program in 2020 was one of the ways and breakthroughs to involve teachers and managers in gaining knowledge, competences and experience at the international level. It is no coincidence that the name of the project "Promoting and involving STEAM education in creating a culture of innovation at school" matches with the name of gymnasium's STEAM breakthrough strategy, the project participants are the most active STEAM creators at school. The project is a composite and integral means of implementing the European Development Plan.

Project partners (1)