Explore your abilities
▶Summary
The project aimed to improve the inclusion and STEAM learning outcomes of children with Special Educational Needs (SEN) by creating accessible, engaging and interdisciplinary learning tools. We so...
▶Objectives
The project aimed to improve the inclusion and STEAM learning outcomes of children with Special Educational Needs (SEN) by creating accessible, engaging and interdisciplinary learning tools. We sought to develop adapted pedagogies, an optional STEAM curriculum for mixed classes, and game-storified virtual laboratories that make abstract concepts easier to understand through story, experimentation and artistic expression. Another goal was to strengthen teachers’ capacity to work with SEN students through international training on gamification and inclusive strategies. The project also aimed to promote cooperation between SEN and typical students, support socio-emotional development, and showcase learning achievements through an inclusive international festival. Finally, dissemination activities aimed to raise awareness and encourage the adoption of innovative, SEN-friendly STEAM practices in other schools.
▶Activities
The project implemented research, pedagogical design, digital development, teacher training, classroom preparation, festival organisation and dissemination. We researched adapted STEAM pedagogy for SEN learners and developed a handbook with 25 techniques and three optional curriculum modules. We co-created 21 storyboards and transformed them into 21 game-storified virtual laboratories (84 SCORMs in four languages), installed the Moodle platform and tested all labs with SEN and typical students. We prepared children in class, trained mixed groups, organized mobility for 59 participants and deployed the two-day “Explore Your World” STEAM festival plus an experiential day at Destiny Park. Dissemination included website updates, newsletters, social media posts, YouTube videos, articles, media coverage and a final dissemination report. Regular TPMs, Zoom meetings and continuous coordination ensured effective management.
▶Impact
The project produced a complete set of pedagogical, digital and dissemination outputs. We created a research report on SEN-adapted STEAM pedagogy, a Handbook with 25 techniques, and three optional curriculum modules for interdisciplinary STEAM learning. We designed 21 storyboards and produced 21 game-storified virtual laboratories (84 SCORM packages in four languages), installed on a customised Moodle platform. Teachers and students tested all laboratories, improving accessibility and digital skills. We prepared and delivered 15 STEAM festival activities, implemented during the two-day “Explore Your World” international festival, and an experiential learning day at Destiny Park. We produced newsletters, social media campaigns, a project website, YouTube videos and educational articles, ensuring wide dissemination. Overall, the project strengthened inclusive STEAM practices, teacher capacity, SEN participation and cross-country cooperation.