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A Different Model in Interdisciplinary Teaching - Physical Education and STEAM

2023-2-IT02-KA210-SCH-0001781062023Small-scale partnerships in school educationfinalized
Countries: IT|TR|BG|MK · Grant: €60,000
Digital skills and competencesDigital content, technologies and practicesScience, technology, engineering and mathematics (STEM)

Objectives

The project aimed to make STEM subjects more engaging, inclusive, and connected to everyday life by integrating them with Physical Education and gamified activities. It sought to reduce early school leaving, motivate disadvantaged students, and strengthen 21st-century competences such as digital literacy, problem solving, teamwork, creativity, and intercultural communication. Another key objective was to empower teachers with innovative methodologies—Project-Based Learning, Game-Based Learning, Augmented Reality, and unplugged coding—so that they could design lessons that inspired curiosity and confidence. Students were encouraged to discover mathematics, physics, biology, and ICT through movement, play, and collaboration, turning sports into a gateway for scientific thinking. Concrete achievements included lesson plans, rubrics, a teacher’s guide, e-magazines, a STEM comic book, an academic article, and the collaborative game PESTATLON. Ultimately, the project aimed to foster inclusion, improve teaching quality, and build a sustainable European network of schools and youth organizations committed to innovation and equity in education.

Background

We applied for this project to respond to urgent educational needs identified in our schools and communities. A significant percentage of European students lacked basic digital and STEM competences, while many disadvantaged learners faced low motivation, a risk of early school leaving, and limited opportunities to connect learning with real life. Our partners observed that students often perceived mathematics and science as difficult or boring, and that teachers lacked effective strategies to integrate STEM into everyday lessons. The project aimed to make STEM more engaging by combining it with Physical Education and gamified activities, turning sports and movement into a gateway for scientific thinking. We addressed needs such as reducing dropout rates, supporting students with socio-economic disadvantages or special needs, improving digital literacy, and fostering inclusion and intercultural understanding. By applying innovative methodologies such as Project-Based Learning, Game-Based Learning, Augmented Reality, and unplugged coding, we sought to empower both students and teachers, enrich teaching practices, and strengthen European cooperation for a more inclusive and future-oriented education system.

Project partners (4)