Back to search

Explore your abilities

2023-1-RO01-KA220-SCH-0001536192023Cooperation partnerships in school educationfinalizedGood practice
Countries: RO|LV|CY|AT|RS · Grant: €250,000
DisabilitiesScience, technology, engineering and mathematics (STEM)Digital content, technologies and practices

Objectives

The project aimed to improve the inclusion and STEAM learning outcomes of children with Special Educational Needs (SEN) by creating accessible, engaging and interdisciplinary learning tools. We sought to develop adapted pedagogies, an optional STEAM curriculum for mixed classes, and game-storified virtual laboratories that make abstract concepts easier to understand through story, experimentation and artistic expression. Another goal was to strengthen teachers’ capacity to work with SEN students through international training on gamification and inclusive strategies. The project also aimed to promote cooperation between SEN and typical students, support socio-emotional development, and showcase learning achievements through an inclusive international festival. Finally, dissemination activities aimed to raise awareness and encourage the adoption of innovative, SEN-friendly STEAM practices in other schools.

Background

The project was created to respond to common needs identified in partner schools working with children with Special Educational Needs (SEN). Teachers reported limited access to STEAM resources adapted for SEN students, who often struggle with abstract reasoning, concentration, problem-solving and collaborative. Existing materials were not always accessible, and less digital tools for inclusive, interdisciplinary teaching. Given that expression trough art proved successful when working with children with special educational needs there was a need for innovative, hands-on approaches that combine storytelling, gamification and artistic expression to help SEN students understand scientific concepts and develop socio-emotional skills. At institutional level, partners required stronger capacity to organise inclusive events, collaborate with mainstream schools and design accessible, engaging STEAM experiences.

Project partners (6)