The project's partners had identified three main needs that correspond to the main objectives of STEM&GAMES: - Support learners at risk dropout with new educational contents; - To enhance the participation to educational initiatives of groups at risk of exclusion by developing educational contents and approaches based on the universal language of Multimedia, that are often one of the only interest of students; - To find new ways for teachers of motivating students using the tools that students use everyday. Through the project, we proposed to: - improve school success and motivation; - fight against school failure and absenteeism; - increase motivation of the students; - promote the application of innovative strategies and solutions to education; - empower students to be problem solvers and innovative thinkers through science and technology; - make an effective use of gaming teaching and learning tools for promoting students interest and active participation; - bridge the gap between traditional teaching and approaches and new ones; - enable and motivate students to learn STEM topics; - promote the application of innovative strategies and solutions to education; - increase schools’ European dimension.
Technology has been improving so rapidly that it is of great significance for students to adapt to constant changes in technology. Individual competencies in STEM subjects are getting more important for the occupations of the future which are based on high technology. Therefore, innovative approaches are required in education. The era of the fast moving technology needs to be brought in the classroom, and more teachers need to be aware of the patterns that these students need, in order to capture their attention and make them acquire skills and competences. The critical thinking and creativity can be learnt by the studentsin order for them to be ready to cope with the challenges of the society. Within this scenario the project's partners had identify 3 main needs: Support learners at risk dropout with new educational contents; To enhance the participation to educational initiatives of groups at risk of exclusion by developing educational contents and approaches based on the universal language of Multimedia; To find new ways for teachers of motivating students using the tools that students use everyday.