DIGITAL TRANSFORMATION WITH STEAM IN A SAFE ENVIRONMENT

Erasmus+ School EducationKA220-SCHID: 2021-1-ES01-KA220-SCH-000034390
EC Contribution
€1,944
Consortium Size
9 orgs
Start Year
2021
Summary

This project idea arose from several discussions between partners to improve the quality of science, technology and mathematics, engineering and arts education, due to the following reasons: - Th...

Objectives

Our project has had three main objectives: 1) Achieve an education approach oriented to Sustainable Development through digital platforms in the STEAM field, which is a priority educational agenda in the global context. 2) Better understand its importance in the days of Covid-19 using the digital learning model, which is today's innovator. The education app (distance learning) ensures that education is accessible to everyone anytime, anywhere. 3) Make the learning experience sustainable by making educational environments more interesting and fun for students through the use of digital technologies in learning processes. The project has provided schools with a pedagogical model and educational tools on a digital platform, with STEAM applications focused on the following areas: Internet of Things (IoT), Virtual Reality, robotics, 3D printing, Artistic View, artificial intelligence, design modelling and video games representing very popular sectors in the field of technology.

Impact

The results we have obtained have been: 1) ABOUT THE SCHOOL AND THE EDUCATIONAL COMMUNITY IN GENERAL - Improves the quality of education: We have provided secondary schools with a common European model of enriched curriculum in the field of teaching STEAM subjects - Development of educational materials, resources and tools that integrate STEAM concepts in an interdisciplinary and practical way - We have achieved a school that promotes the use of digital technologies for learning, generating a safe and trustworthy environment -The image of the schools and its projection at local and regional level has been significantly improved - Strengthen international relationships by allowing students to have worked in teams with international peers 2) IN THE TEACHING STAFF - Teacher Training: Has achieved new pedagogical strategies, STEAM teaching methodologies, and relevant technological skills - Acquisition of interpersonal skills, such as collaboration, teamwork, communication, and social awareness. 3) IN STUDENTS - Improved academic performance: Students have gained a deeper understanding of scientific, technological, mathematical, and artistic concepts - STEAM skills development such as problem-solving skills, critical thinking

Consortium (9)