Full STEAM: an approach to science teaching in non formal settings
▶Summary
In today’s rapidly evolving world, education systems must prepare students for a society that values autonomy, creativity, and critical thinking. Yet, many traditional systems remain rooted in outdated methods, viewing the "good student" as one who passively absorbs and replicates information. As we look toward the future, there is an urgent need to foster competencies that empower students to engage critically with their surroundings and respond effectively to global challenges. With digitalization, innovation, qualifications identified as critical drivers of development, it is essential to implement transformative approaches that enable schools to meet these demands. The FullSTEAM project addresses these needs by: Promoting interest and excellence in science and technology. Developing key competencies such as critical thinking, creativity and collaboration. Advancing inclusion by adopting methods that support diverse learning needs. Using STEAM methodologies and promoting non-formal learning environments, the project seeks to bridge the gap between outdated education practices and the dynamic requirements of modern society. This initiative equips schools to better fulfill their mission of nurturing innovative and engaged citizen
▶Objectives
The key goals of the FullSTEAM project were: Empowering Teachers with Innovative Tools Provide educators with modern, multidisciplinary resources rooted in the STEAM approach, fostering creativity and critical thinking by offer accessible and high-quality teaching/learning activities for a holistic approach. Taking advantage of Non-Formal Learning Contexts Utilize diverse, real-world settings such as museums, interpretation centers, beaches, parks, as dynamic learning environments in training courses and educational materials. Enhancing Student Competencies and Engagement Boost student involvement and proficiency in fundamental sciences, with a particular emphasis on sustainability and environmental topics. Fostering Inclusivity in Education Address educational disparities by introducing hands-on learning experiences tailored to diverse student needs and abilities. Promoting Active Citizenship and Environmental Awareness Inspire students to take responsibility for societal and environmental challenges, encouraging them to become proactive, informed citizens. Building Sustainable Collaboration Establish a lasting network of schools, institutions, and community organizations to ensure the project’s ongoing relevance and scalability.
▶Activities
The FullSTEAM project included several activities namely: Capacity Building Practical training sessions for teachers, focusing on STEAM approaches and non-formal educational contexts. Two training sessions were held (Portugal and Finland) with the participation of trainees from the four partner countries. These sessions were essentially practical in nature and covered topics common to the curricula of the partner countries following the STEAM approach, always in non-formal contexts (beach, garden, museums, etc.). These trainings have been duly certified by the competent authorities in Portugal, so for national participants it counts as training hours required for their professional career Content Development Creation of a resource database, including manuals, support documents (for the training actions), and a web site for dissemination and sharing. These materials will remain available not only for teachers but also for the general community Final Event: The final event served as an evaluation and assessment of the FullSTEAM project. It was supported and attended by members of the local authority. The partners gave an assessment of their participation in the project. It was an opportunity for partners and trainees to meet again, share and exchange experiences of the project's impact on their practices. Examples of STEAM activities implemented as a result of the training actions were presented by all the partner countries and, at the end, the STEAM activities manual was launched and distributed.The event was attended by teachers other than those directly involved in the project's activities, which made it possible to share experiences more widely. Dissemination Activities: At the very beginning of the project, students from graphic arts courses were asked to create the logo for the project. This activity served to publicize the project's objectives, but also to involve students by allowing them to apply the knowledge they had learned in class in a practical way. The winning logo was selected by the partners and is used on all material related to the project. All partners were responsible for present and disseminate the project, both in schools and with the local authorities. Pilot and Monitoring: Throughout the project partners encourage the Implementation of the developed methods in classrooms across diverse socio-cultural contexts, followed by ongoing support and evaluation. A kit with instruments and support materials was distributed to teacher has a tool to facilitated the implementation of STEAM activities. Some of the activities were also implemented outside the school context, at events open to the community, such as the Fascination of Plants Day, held in May 2024. Additional Activities: Regular working meetings (both in-person and virtual) between the project partners and meetings with the trainees to prepare the training actions.
▶Impact
The FullSTEAM project achieved a range of tangible outputs and impactful results, directly contributing to its objectives of fostering innovation in education, enhancing teacher training, and promoting STEAM methodologies. 1. Activity Manual: o The manual “STEAM activities - Exploring Nature Outside the Classroom” was created as a comprehensive guide for educators. The manual included STEAM-based lesson plans, hands-on activities, and methodologies tailored to diverse teaching contexts. It was translated into all partner languages and distributed to teachers in partner schools and beyond. It remains publicly available on the project website for wider use. 2. Teacher Training Modules: o Developed and implemented across all partner countries, the modules provided educators with the skills to integrate STEAM approaches into their teaching practices. The two training actions focused on interdisciplinary learning, use of non-formal learning contexts, and sustainability education. 3. Experimental Kits: o Kits were designed and distributed to teachers, enabling the implementation of practical STEAM activities, particularly in resource-limited settings. 4. Online Resource Database: o A publicly accessible web page was created to host project resources, including the activity manual, training materials, and supplementary documents. 5. Pilot Activities: o Pilot projects were conducted in schools across partner countries, testing and refining the STEAM activities. o Feedback from these pilots improved the final versions of the training modules and activity manual. 6. Dissemination Events: o The creation of the project logo used in all project product contributes to the visual identity of the project o Events such as the Fascination of Plants Day in Portugal, botany workshops at ITQB, and public science activities at the Latvian science center showcased the project’s methodologies to diverse audiences. o A final conference brought together teachers, stakeholders, and policymakers to share results and promote broader adoption of project outputs. Key Results 1. Teacher Empowerment: o The training provided through project activities, equipped teacher/educators with innovative tools and strategies for STEAM education. o Teachers/educators reported increased confidence in using multidisciplinary and experimental methods in their classrooms. 2. Inclusivity and Accessibility: o The use of non-formal contexts (museums, parks, urban spaces) made learning accessible and engaging for diverse student groups. 3. Strengthened Partnerships: o A collaborative network of schools, universities, and community organizations was established, fostering long-term cooperation beyond the project’s duration. 4. Promotion of STEAM Education: o The project successfully demonstrated the feasibility and benefits of STEAM approaches, encouraging adoption in partner schools and influencing educational practices at local and regional levels. 5. Dissemination and Reach: o The activity manual, training modules, and other resources were shared with educators outside the partnership, multiplying the project’s impact. o The online project site continues to serve as a lasting resource for STEAM education.