Mitigating Learning Losses in STEAM through Evidence Based Approach
▶Summary
The main objective of the MileSteam project was to increase the academic engagement and success of students with migrant backgrounds through innovative and inclusive STEAM education. By developing...
▶Objectives
The main objective of the MileSteam project was to increase the academic engagement and success of students with migrant backgrounds through innovative and inclusive STEAM education. By developing interactive training modules in coding, robotics, drone technology, and 3D printing, the project aimed to reduce learning gaps, particularly among disadvantaged learners aged 10–17. Another key objective was to support teachers with practical tools and pedagogical strategies that promote active participation, creativity, and problem-solving skills in multicultural classrooms. The project introduced game-based and scenario-based learning approaches, making STEAM subjects more appealing and accessible to students who often feel excluded from these disciplines. Additionally, the project sought to raise awareness among stakeholders, schools, and families about the importance of inclusive STEAM education, while contributing to long-term goals such as social integration, equal opportunities, and a future-ready, skilled workforce in Europe.