STEAM4ALL: Towards an Inclusive STEAM programme for ALL

Erasmus+ School EducationKA220-SCHID: 2021-2-NL01-KA220-SCH-000048920
EC Contribution
€195,009
Consortium Size
6 orgs
Start Year
2021
Summary

The project was born out of the need of schooling and education to innovate and respond to changing societal realities by equipping students with the necessary knowledge, competences, and skills. ...

Objectives

The project aimed at advancing the field of school education/STEAM education and support the development of 21st century skills. STEAM4ALL encouraged students, particularly students with fewer opportunities, to engage with STEAM fields. It built the capacity of educators, school leaders, and school staff by developing an interdisciplinary STEAM program to empower ALL students, school leaders, school staff and school communities to develop crucial yet transferable skills to improve students’ potential employability. STEAM4ALL objectives were to: Encourage and motivate all students with developmentally appropriate activities and engage them in the STEAM fields; Build the capacity of educators, school leaders, and school staff to organise and implement STEAM activities in schools using digital tools and non-digital tools; Develop digital skills, critical thinking, creativity, problem solving, self-esteem and collaboration to all students especially those with fewer opportunities. Project outcomes: increased level of STEAM and digital competences among educators and students; Increased motivation and satisfaction in the STEAM field among teachers and students; Increased quality of STEAM education and training in partner countries.

Activities

We implemented all activities listed in the proposal: design of curriculum materials, a toolkit, an e-learning platform, multiplier events, a LTTA, and a final conference. We developed and delivered: 1. An e-learning platform which hosts the Toolkit and the blended learning modules. The toolkit for all stakeholders consists of the Theoretical Framework of STEAM4ALL to be used in the classroom such as lesson plans, the Guide for Educators material for experiential workshops, material for thematic school days, and videos that are freely available for usage. The materials are freely accessible for all. 2. Four blended learning modules addressed for teachers, students, and school leaders to better prepare them and motivate them to be engaged in the field of STEAM using digital and non-digital tools, and equip them with relevant inclusive methodologies and tools for supporting all students, including those with fewer opportunities. We produced a Comprehensive Guide for educators which supports teachers to develop, design and implement effective activities for enhancing basic skills to students within the STEAM field and that are freely available for participants to use in their own practice with their students. 3. a LTTE activity through a series of practical workshops, where group discussion, practical assignments and role-play activities were conducted to ensure that each participant from the target group of educators, school leaders, school staff left the LTTE with the confidence and experience they needed to support the delivery of the new resources and therefore to enhance the student engagement in the STEAM subjects. In addition, the LTTE focused on the integration of inclusive practices in the classroom as a preparation of the third and final result (Guide for Educators). We had face to face and online project meetings, multiplier events- one in each partner country, and a final conference in Netherlands. The project outcomes were presented to engage the target groups with the resources developed with key stakeholders. Information and details of the implemented activities can be found on the Google Drive: https://drive.google.com/drive/folders/13h7HZbyhzA4wPpKXBK8C8pAHGeOfvAwF?usp=drive_link

Impact

We developed a series of learning resources and blended learning activities on STEM, digital tools and robotics to support the development of basic skills to students by enhancing teachers’ education and professional development. We delivered three main results consisting of: 1. A comprehensive toolkit with the Theoretical Framework of STEAM4ALL including blended learning modules, lesson plans, experiential workshops, material for thematic school days, and videos where special efforts were made to actively motivate all students throughout all phases of the project. 2. An eLearning platform for educators. The online learning space serves as a one-stop-shop providing instant access to the full suite of the learning resources, and other OER, for ongoing guidance. Furthermore, all project’s material were uploaded on the eLearning platform and are freely accessible. 3. A guide for educators that was used during the LTTE event and which was made available for participants to use in their own practice with their students. The guide includes information on methodologies and pedagogies on how to engage students with fewer opportunities, as well as tips and instructions on how all students can be motivated and engaged in STEAM activities in a participatory and enthusiastic way. Besides aforementioned material results and resources, the project also delivered intangible outcomes such as the general awareness-raising throughout Europe concerning the project’s objectives and issues, namely the engagement of students with fewer opportunities into the STEAM field as the main project’s topic. Also, through the dissemination activities, representatives of the target groups, stakeholders and policymakers were informed about skills and knowledge necessary for students’ engagement in the STEAM but also about the importance of high-quality materials for educators. Events: a) Organisation and conduction of an LTTE event. At least 2 teachers from each partner country participated in this event and were trained on how to use the Toolkit and benefit from the project’s outputs. Participants of this event were able to implement the toolkit in their countries. b) RUG hosted the final conference and shared the project's progress and results. The conference was attended by academics, teachers, staff, educators, and other stakeholders. Media: Partners established a Facebook account for the project. This way, a pool of interested parties including teachers from all partner countries who are committed to use the project’s material and implement relevant activities to boost students’ skills were established. The Facebook page will be maintained for a minimum period of 5 years.

Consortium (6)