Our project has had three main objectives: 1) Achieve an education approach oriented to Sustainable Development through digital platforms in the STEAM field, which is a priority educational agenda in the global context. 2) Better understand its importance in the days of Covid-19 using the digital learning model, which is today's innovator. The education app (distance learning) ensures that education is accessible to everyone anytime, anywhere. 3) Make the learning experience sustainable by making educational environments more interesting and fun for students through the use of digital technologies in learning processes. The project has provided schools with a pedagogical model and educational tools on a digital platform, with STEAM applications focused on the following areas: Internet of Things (IoT), Virtual Reality, robotics, 3D printing, Artistic View, artificial intelligence, design modelling and video games representing very popular sectors in the field of technology.
This project idea arose from several discussions between partners to improve the quality of science, technology and mathematics, engineering and arts education, due to the following reasons: - The rapid development of technology: our students define themselves as digital natives - The Covid-19 crisis, which had a negative impact on the EU's social order - Low motivation for scientific/technological/mathematical learning - A very low rate of girls interested in STEAM disciplines The needs addressed were: 1) Adequate teacher training. We need ongoing training and professional development in STEAM-focused pedagogical methodologies and practices 2) Curricular integration. It is crucial to effectively integrate STEAM concepts and skills into the school curriculum 3) Access to resources and technology. Schools must have adequate resources, including access to the Internet. 4) Connection to the real world. It's critical to make connections between classroom learning and practical application in the real world. By addressing these needs, we improve the quality and effectiveness of STEAM teaching, preparing students for the challenges of the 21st century