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Shaping STEAM education for young children through gaming

2021-1-PL01-KA220-SCH-0000298522021Cooperation partnerships in school educationfinalized
Countries: PL|EL|PT|NL · Grant: €276,964
Key competences developmentNew learning and teaching methods and approachesPedagogy and didactics

Objectives

The aim of the SEGA project was to develop a set of tools, a gamified book, and an online course for ECE teachers (ages 3-8) on introducing STEAM in preschool and early school education. We wanted not only to provide educational materials, but also to support teachers in developing their professional competences and introduce innovative practices – both digital and traditional. The toolkit helped teachers understand the basics of the STEAM approach, including its key elements, such as the engineering design process adapted to the age of children, as well as sample lesson plans using everyday materials. The gamified book helped students develop key STEAM competencies by solving realistic problems in an engaging way. The online course supported teachers who wanted to deepen their knowledge of the STEAM methodology by offering materials available anytime, anywhere. The project promoted the development of 21st-century skills, such as basic and cross-curricular skills, by linking learning to real-world problems. Through the use of digital resources, the project supported the digital transformation of schools and built teacher and student engagement in STEAM learning.

Background

We applied for this project because STEAM education in early childhood plays a key role in building academic success and preparing children for the challenges of a technological world. Although the importance of STEAM education is widely recognized, schools often struggle with a lack of adequate training for early childhood educators. Research shows that engaging, hands-on STEAM experiences not only shape children's positive attitudes toward these fields, but also reduce gender stereotypes and barriers to learning. The SEGA project fills this gap by implementing solutions such as gamification that support teachers in implementing STEAM in the classroom. Combining a digital toolkit, a gamified storybook, and online STEAM training, the project equips teachers with theoretical and practical resources. The toolkit includes age-appropriate lesson plans that emphasize cross-curricular skills, while the storybook supports collaborative problem-solving through real-world missions focused on sustainability. Self-paced training courses provide teachers with open learning opportunities. The project resources are an interesting initiative in STEAM education.

Project partners (6)