Our project’s synthesized objectives are: 1. Promoting interest in STEAM education,2.contributing to pupils needs and interests with improving teachers teaching practices, 3. improving participants 21st century skills, digital literacy/readiness, 4. Creating a mobile app to support out teacher and students in their development process, 5. Developing 4C’s skills (communication, collaboration, creativity and critical thinking) -within the partnership to learn and implement good samples in STEAM education at international level, 6.acquiring proficient knowledge and skills related to the project through seminars and hands-on activities., 7. raising the visibility and quality of institutions at European level, 8.creating various educational materials during LTTAs, the implementation on the project, the production of the result and project's e book, 9.enriching participants creativity, critical thinking and problem solving skills with STEAM training, 10.comparing and learning more about formal and informal education;11. taking part in national and international projects with creative and innovative ideas with STEAM approach.
Schools from all over the world experimented the need of using technology during the lock-down periods. Therefore, we needed to find solutions to integrate online teaching, games, apps in our methods of teaching. Sometimes the platforms we used were too expensive and didn’t provide the layout that we needed so we thought about developing an app that might help us. Combining our passion for science, for design and IT we found partners that had the same interest as ours. So we took the opportunity to find new ways to reshape our teaching/learning process. STEAM education is one of the innovative approaches in education. We decided to raise awareness and promote interest to this approach in education. In order to create a fruitful space for students to develop, to use imagination, to feel like part of a group we applied for a project that combines STEAM education and digital skills to address to the needs of the new generation. Z group of children are very curious about their environment, very familiar to digital tools and question everything. STEAM approaches in teaching/learning process helps students to ask questions, connect points, to solve problems, to think creatively and to be innovative.