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Comics as innovative educational tool to promote active agents of climate change

2022-1-ES01-KA220-SCH-0000868562022Cooperation partnerships in school educationongoing
Countries: ES|AT|CY|FI|IT|MT · Grant: €400,000
Environment and climate changeScience, technology, engineering and mathematics (STEM)Creating new, innovative or joint curricula or courses

Objectives

The main objectives of the project were, fundamentally, to develop a teaching and learning methodology based on comics and implemented in schools, aimed at fostering active citizenship in the adaptation to and fight against climate change and its consequences. This objective would be achieved through the following actions: - The implementation of comics as an innovative educational tool that promotes education in the STEAM field, as well as awareness of the issues arising from the climate emergency and its challenges. - The development of teachers' competencies in comic-based teaching and learning, with a particular focus on its application within active methodologies. - The creation of active citizens who, through the use of comics, would promote social development, environmental competencies, and critical thinking. - The promotion of relationships between different educational sectors and organizations involved in addressing climate change challenges.

Background

This project stems from prior research and a strong interest in using comics as a tool within active educational methodologies, as well as from the need to develop new forms of outreach and engagement with the climate emergency and environmental sustainability. From the very beginning, thanks to previous collaborations among the members of the consortium, it was clear that the Erasmus+ programme provided an ideal framework for developing a project that would combine both ideas with a practical application aimed at secondary education. The funding opportunities offered by the programme made it possible to ensure the development of this methodology and to test its outcomes in a diverse and plural educational context, across various teaching and learning situations, while also obtaining comprehensive feedback that would enable the expansion of results into new areas of STEAM communication and teaching. The main needs addressed within the project framework were teacher training and the development of a robust pedagogical plan for implementation in different settings, with the goal of maximizing the use of comics in the classroom.

Project partners (8)