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The first steps in STEM, Robotics and Programming

2021-1-RO01-KA220-YOU-0000295482021Cooperation partnerships in youthongoingGood practice
Countries: RO|IT|LT|FI · Grant: €203,105
Information and communication technologies (ICT)Digital content, technologies and practicesCreating new, innovative or joint curricula or courses

Objectives

Based on the identified needs, the project successfully achieved and exceeded the following objectives: 1. Developing basic competencies of 100 youngsters in the fields of programming and robotics in a period of 36 months; 2. Developing basic competencies of 100 youngsters in the fields of STEM education in a period of 36 months; 3. Exercising the competencies of 200 young people entering the world of programming through an online e-game in a period of 36 months; 4. Increase the capacity of working with programming, robotics and STEM of at least 30 members of a club of practitioners, for the benefits of young people, throughout the project.

Background

The project consortium applied for this initiative to address the need for free online education in STEM, robotics, and programming among youth. It emerged from both the organization's needs and the challenges educational institutions faced in online teaching. Parents are often hesitant about their children’s use of technology, so the project aimed to promote positive technology consumption, helping young people acquire 21st-century skills and develop future careers. The rapid evolution of technology highlighted the growing demand for digital skills to meet labor market requirements. Through STEM education, the project sought to foster creativity, productivity, and innovation, benefiting both youth and their communities. A needs analysis identified the demand for mass digitalization, broader access to educational content, and stronger support systems during crises. Partners also recognized a lack of accessible, structured robotics and programming education in their local communities. They applied for the project to bridge this critical gap in beginner-friendly STEM education. As a result, the project provided free online digital resources, e-courses and an e-game, boosting youth interest in STEM, robotics, and programming.

Project partners (5)