About

STEAM4ALL project will contribute to the advancement of the field of school and STEAM education, through spreading awareness on the importance of the development of important skills to students. The project will motivate students, especially those with fewer opportunities, to be engaged in the fields of STEAM.


  • Aims & Objectives

    STEAM4ALL aims to develop an interdisciplinary STEAM program to empower and actively engage students, teachers, school leaders, school staff and school communities to apply STEAM activities, robotics and digital tools to develop important 21st century skills for students.

    The specific objectives of the project are to:

    • Encourage and motivate all students with developmentally appropriate activities for all students to be engaged in the fields of STEAM.
    • Build the capacity of educators, school leaders, and school staff to organize and implement STEAM activities in schools with the use of digital tools (such as robotics) and non-digital tools.
    • Develop digital skills, critical thinking, creativity, problem solving, self-esteem and collaboration to all students.
    1. STEAM4ALL Toolkit for Learners: a practical Toolkit for schools, with resources for STEAM education, research, pedagogical material, activities, and OERs.
    2. STEAM4ALL eLearning Platform and Blended Learning Modules: an open-access e-learning platform that will host the project results and the blended learning modules.
    3. STEAM4ALL Guide for Educators: a Guide composed of resources for STEAM education for daily practice in schools – reading material, STEAM reports, good practices, pedagogical resources and activities.
  • Methodology

    In order for young people to seize new opportunities and keep up with the demands of today’s knowledge-based economy, the education system needs to innovate and respond to such changing realities, by providing students with the necessary knowledge, skills, and competences. STEAM education has been proven to be a promising methodology that can support the development of such crucial skills for students.

    However, school systems seem to struggle with providing sufficient key competences, such as digital and social skills. At the same time, there is evidence of skills shortages in the STEAM fields, despite such demand for skills being on the rise and expected to grow in the following years. This is a reality that school teachers and school curricula have to take into account.

Aims & Objectives

TEAM4ALL aims to develop an interdisciplinary STEAM program to empower and actively engage students, teachers, school leaders, school staff and school communities to apply STEAM activities, robotics and digital tools to develop important 21st century skills for students.

The specific objectives of the project are to:

  • Encourage and motivate all students with developmentally appropriate activities for all students to be engaged in the fields of STEAM.
  • Build the capacity of educators, school leaders, and school staff to organize and implement STEAM activities in schools with the use of digital tools (such as robotics) and non-digital tools.
  • Develop digital skills, critical thinking, creativity, problem solving, self-esteem and collaboration to all students.

Outputs

  1. STEAM4ALL Toolkit for Learners: a practical Toolkit for schools, with resources for STEAM education, research, pedagogical material, activities, and OERs.
  2. STEAM4ALL eLearning Platform and Blended Learning Modules: an open-access e-learning platform that will host the project results and the blended learning modules.
  3. STEAM4ALL Guide for Educators: a Guide composed of resources for STEAM education for daily practice in schools – reading material, STEAM reports, good practices, pedagogical resources and activities.

Methodology

In order for young people to seize new opportunities and keep up with the demands of today’s knowledge-based economy, the education system needs to innovate and respond to such changing realities, by providing students with the necessary knowledge, skills, and competences. STEAM education has been proven to be a promising methodology that can support the development of such crucial skills for students.

However, school systems seem to struggle with providing sufficient key competences, such as digital and social skills. At the same time, there is evidence of skills shortages in the STEAM fields, despite such demand for skills being on the rise and expected to grow in the following years. This is a reality that school teachers and school curricula have to take into account.

About Steam4All

Partners

University of Groningen (Netherlands)

The University of Groningen has a rich academic tradition dating back to 1614. Nowadays, the University has over 35.000 students from 120 countries, 5.500 members of staff, among which 480 professors, 10 faculties and 9 graduate schools. Belonging to the top 25 of European universities, the top 100 universities in the world and joining forces with prestigious partner universities and networks, the University of Groningen is truly an international place of knowledge. The Institute for Science Education and Communication is an international research group with experts in mathematics and science education and communication and works on a research programme aimed at widening and diversifying STEM participation in school and out of school contexts. The Institute currently employs 3 professors, 10 PhD students, and 2 postdoctoral researchers. The overarching goal of the research program is to widen and diversify STEM engagement of all citizens in formal and informal settings. This is achieved through high quality university and school STEM education. We do that through different types of projects (i.e. exploratory research, curriculum design and evaluation with schools, impact evaluation of public engagement events) in collaboration with research units, NGOs and community centers (i.e. Beijum community centre), outreach teams (i.e. ScienceLinX) and schools (i.e. the Aletta Jacobs School of Public Health). Science LinX, the faculty Science Centre (www.sciencelinx.nl), introduces teenagers, teachers and the lay audience to science with a fresh and tailored approach of arts & science’ exhibits, workshops, school visits (science truck) and games. Key to the work of Science LinX is link formal (in school) to informal learning (e.g. out of school). Science LinX coordinates the regional schools network, Network North, bringing together 4 universities, over 40 schools and local companies on STEM education.

CARDET (Cyprus)
CARDET

CARDET, centre for advancement of research and development in educational technology ltd, is one of the leading research and development centers in the Mediterranean region with global expertise in project design and implementation, capacity building, and e-learning. Is independently affiliated with universities and institutions from around the world, such as the Yale University, the University of Nicosia and the International Council of Educational Media. CARDET has completed numerous projects relating to the development of capacity building and planning in education and VET, youth support, adult learning, literacies, digital tools, eLearning, educational technology, and social integration of marginalized groups. One of our core-strengths is our ability to carefully plan, implement, execute and evaluate projects in various contexts.

Doukas (Greece)
Doukas school

Since its founding in 1917, Doukas School has always tried to keep up with the latest trends in education. In its 2,5 acres, setting with educational and athletic facilities amongst the best in design and construction, Doukas School, a K-12 educational Institution, offers to its 1600+ student body one of the finest educational and athletic programs in Greece.

Europa Media (Hungary)
Europa Media

We love communication and finding the right IT tool to showcase our EU project. With more than 20 years’ experience in running and managing EU project communications, developing ICT tools and eLearning platforms, we are thrilled to start new adventures.

2nd Primary School Egkomi (Cyprus)
egkomib_logo

Dimotiko Scholeio Egkomis 2 is public primary school. It is located in Engomi, a suburb of Nicosia. 185 pupils, aged between 6-12, attend the school during this academic year, whilst 21 ( 14 full time and 7 part time) teachers are fully employed plus 5 more, non teaching staff. The majority of the children in our school come from a high socioeconomic background but we also have some children that come from a lower socioeconomic background. Our school is thoroughly equipped with all necessary educational and technological tools and applications (computers, broadband INTERNET connection, video-projectors). We also have tablets which we use to enhance student learning.  Some teachers use tables to involve students in technology projects. We are currently participating in a KA1 project “Using mobile devices to enhance student learning and assessment” and 8 teachers had the opportunity to attend training courses.

Rural Hub (Ireland)
THE RURAL HUB

The Rural Hub was set up as an association by a group of education, training and rural development professionals as a response to the impact of the economic crisis on small rural villages and towns in Ireland. Since it was first established in 2012, The Rural Hub has been providing a wide range of training and capacity development programmes to local residents and community groups.  We specialise in the area of community development and have developed a number of local initiatives to support the social inclusion of disadvantaged rural youth, migrant communities and isolated older residents.  We work with these groups, using creative approaches and the testing of digital media resources to support greater social cohesion among local communities in County Cavan.  We have a developed network of county-wide stakeholders who support our work on a thematic basis. Through our community-based office, we deliver informal adult and youth education programmes through our Social Mornings and Educational Afternoons programmes; and through our ‘youth into digital media’ programmes we run in our Digital Media Zone (DMZ) in Virginia, Cavan. 

Co-funded by the European union

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.
[Project Number: 2021-2-NL01-KA220-SCH-000048920]

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