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Mitigating Learning Losses in STEAM through Evidence Based Approach

2023-1-DE03-KA220-SCH-0001616042023Cooperation partnerships in school educationfinalized
Countries: DE|CZ|HU|NL · Grant: €250,000
Science, technology, engineering and mathematics (STEM)Information and communication technologies (ICT)Reception and integration of refugees and migrants

Objectives

The main objective of the MileSteam project was to increase the academic engagement and success of students with migrant backgrounds through innovative and inclusive STEAM education. By developing interactive training modules in coding, robotics, drone technology, and 3D printing, the project aimed to reduce learning gaps, particularly among disadvantaged learners aged 10–17. Another key objective was to support teachers with practical tools and pedagogical strategies that promote active participation, creativity, and problem-solving skills in multicultural classrooms. The project introduced game-based and scenario-based learning approaches, making STEAM subjects more appealing and accessible to students who often feel excluded from these disciplines. Additionally, the project sought to raise awareness among stakeholders, schools, and families about the importance of inclusive STEAM education, while contributing to long-term goals such as social integration, equal opportunities, and a future-ready, skilled workforce in Europe.

Background

The MileSteam project was launched to respond to two major needs. First, there is a critical decline in interest in STEAM education among young people across Europe, as highlighted by KfW and OECD reports. Germany alone faces a shortage of over 140,000 STEM professionals, threatening its long-term innovation and prosperity. Second, students with migrant backgrounds consistently underperform in academic settings due to challenges such as language barriers, cultural adaptation, and limited access to quality learning materials. Eurydice and PISA data confirm these disparities. This project aimed to address both challenges by developing engaging and inclusive STEAM learning modules, using game-based and scenario-based approaches. The goal was to increase the motivation and achievement of migrant students and foster social inclusion, while also contributing to the development of a future STEAM-skilled workforce in Europe. The project provided teachers with the tools to create more inclusive and motivating learning environments.

Project partners (8)