Our objectives was:-Raising academic success of our students for future employment with proper qualified -Realization of our mobile application was designed to make possible to use STEAM and Gamification implementations for communities -Improving key competences for progress in teaching/learning -Raising students' motivation and desire to learn -Creating positive classroom atmosphere -Students to be comprehend the information in a permanent way by concretizing and facilitating the complex,difficult and abstract course subjects -Exchanging good practices of STEAM and Gamification and making implementations of this field in education -Gaining professional development -Developing's creativity,problem solving,inquiry,communication,critical thinking and collaboration basic skills -Implementation of European targets in education through lifelong learning and developing digital literacy -Creating various projects at national and international -Gaining EU value and raising visibility of our institutions and particularly recognition of VET school profile for future development -The participants will develop their self-esteem,self-respect and self-efficacy -Improving knowledge of foreign language,and tolerance for deferent cultures
In this project our school from Romania is coordinator,we have partners from Portugal University,Poland VET school,Turkey Adalya/Vizyon schools and Germany NGO.We had made a survey to identify our needs within partnership to find strategies to integrate STEAM and Gamification in our lessons.Within our partnership we had propose to transfer our knowledges and skills and also we had met and exchange various methods related to STEAM and Gamification.Within various European institutions,our participants was able to see new practices in our project meetings.We had used new methods and we had the chance to exchange information with other colleagues abroad and made collaborative implementations.In this partnership with STEAM and Gamification approaches we had exchanged good methods for educators and students which has developed new skills for students such as algorithmic thinking,analytical,creative,critical and problem solving.We had promoted STEAM approach and Gamification implementations for developent of new community in education,so that,the quality of education of the institutions had increased.Creating our production result mobile application had made an important impact on involved partners and target groups of the project.