Fostering STEM education for youth through educational
โถSummary
Objectives Develop a creative e-learning platform aimed at fostering STEM education to youth, development of digital skills among youth & youth practitioners, raising awareness on social inclusion to youth & promotion of the diverse European cultural heritage among youth & youth professionals. Integrate animation technologies & creative learning within educational processes through the creation of a unique innovative methodology that aims to make the most of cartoons as a pedagogical tool to teach STEM. Activities On top of the horizontal activities of the project, which are project management, quality assurance and dissemination the main activity of the project is an e-learning platform, an open source resource, aimed at teaching STEM and digital skills to youth, as well as promotion of social inclusion and european cultural heritage among youth and youth practicioners. Impact Main result is an e-learning platform that consists of: A Methodological framework for STEM education for youth (7-18) A Learning programme for youth (13-18) on digital skills development, STEM & social inclusion Three Educational cartoons on STEM topic made by youth (13-18) for youth (7-13). The cartoons include socially disadvantaged youth as cartoon characters in order to raise awareness on social inclusion and are synchronized in English and in 3 certain language dialects of the