Results
Intellectual Outputs which are produced in the project.
Intellectual Output 1: STEAM4ALL School's Index
IDENTIFYING GOOD PRACTICES AND BUILDING THE STEAM-ROBOTICS COMPETENCE FRAMEWORK BASED ON ENVIRONMENTAL CHALLENGES
The foundation of education is sharing. And when people from different cultures and countries are involved, it is even more enriching.
— President of European Commission von der Leyen
The primary focus of this activity was on the conceptual mapping of benchmarks and indicators within the COMPETENCE FRAMEWORK. These benchmarks guide trainers’ aims and objectives, while the indicators signify learners’ competence levels. This framework serves as the basis for the forthcoming monitoring, assessment, and validation process utilizing Open Badges, along with the Educational Tool Kit.
To facilitate the development of a targeted curriculum encompassing the acquisition of STEAM-related skills among students, the identification of requisites, deficiencies, infrastructure, and equipment was imperative, undertaken at the scholastic level encompassing both educators and students.
The process of conducting the STEAM AUDIT took the form of a structured questionnaire accompanied by succinct scenarios, designed to assess the knowledge domain of students and teachers alike. The overarching objective was to engage approximately twenty participants from each collaborating partner country in this endeavor.
📊 ONLINE SKILLS AUDIT TOOLfor students
Special questions were prepared to gather information on whether young people know the meaning of the acronym STEAM, have interest in STEAM or jobs related to STEAM, aware of 3D printing and Drone Piloting possibilities, etc.
🧑🏽💻 ONLINE SKILLS AUDIT TOOLfor teachers & educators
School staff was asked about STEAM approach to studies, differences between teaching with or without technological tools, awareness about non-formal education, availability of tech equipment in schools, etc.
STEAM4ALL Skills Audit Among School Teachers
Download IO1 files ⬇️
The partners collaborated to prepare preliminary drafts of questionnaires requisite for the formulation of the STEAM AUDIT TOOL. Subsequent to this phase, the questionnaires were subjected to comprehensive analysis by each respective partner entity.
ON-LINE SKILLS AUDIT TOOL (Teachers & Educators)
- Questionnaire for Teachers & Educators (eng 🇬🇧)
- Fragebogen für Lehrer*innen (de 🇩🇪)
- ΕΡΩΤΗΜΑΤΟΛΟΓΙΟ ΕΚΠΑΙΔΕΥΤΙΚΩΝ (gr 🇬🇷)
- ΕΡΩΤΗΜΑΤΟΛΟΓΙΟ ΕΚΠΑΙΔΕΥΤΙΚΩΝ (cy 🇨🇾)
- Questionario per insegnanti ed educatori (it 🇮🇹)
- Vragenlijst voor onderwijzers (nl 🇳🇱)
ON-LINE SKILLS AUDIT TOOL (Students)
- STEAM4ALL Students Questionnaire (eng 🇬🇧)
- STEAM4ALL Schüler*innen Fragebogen (de 🇩🇪)
- STEAM4ALL Ερωτηματολόγιο μαθητών (gr 🇬🇷)
- STEAM4ALL Ερωτηματολόγιο μαθητών (cy 🇨🇾)
- STEAM4ALL Questionario studenti (it 🇮🇹)
- STEAM4ALL Vragenlijst voor studenten (nl 🇳🇱)
📄 STEAM4ALL National Audit – Final Compilation (pdf, eng 🇬🇧)
- STEAM4ALL Competence Framework (eng 🇬🇧, pdf)
TRANSLATION IN PARTNER LANGUAGES:
- STEAM4ALL Kompetenzrahmen (de 🇩🇪, pdf)
- STEAM4ALL Competentiekader (nl 🇳🇱, pdf)
- STEAM4ALL Πλαίσιο Δεξιοτήτων (gr 🇬🇷, pdf)
- STEAM4ALL Quadro delle competenze (it 🇮🇹, pdf)
Intellectual Output 2: STEAM4ALL Interdisciplinary Educational Toolkit
TEACHING STEAM AND DIGITAL SKILLS (ROBOTICS, 3D, CODING ETC) THROUGH ENVIRONMENTAL TOPICS
The Educational Toolkit was designed as follows:
- The module foundation draws from the outcomes of IO1, partners’ expertise, and EC recommendations from the DigiComp Framework.
- The module centers on cross-curricular scenarios related to environmental issues, addressing gaps through IT solutions, promoting an interdisciplinary approach.
- Flexibility is a key feature, catering to school curricula and non-formal learning, with a sequential structure based on levels.
- Each level encompasses an introduction to digital skills and a challenge related to environmental issues, promoting social and personal skills.
- A significant emphasis on STEAM skills is achieved through Robotics, 3D Technologies, and Game Design, with a series of modules at different skill levels. The partnership initiated the framework’s draft template, subject to finalization by all partners.
🪆 3D Design & Printing
The module holds significant value as it equips them with foundational skills in a cutting-edge technology that bridges creativity and innovation. Such a course not only fosters hands-on learning and critical thinking but also nurtures spatial visualization and problem-solving abilities, all essential in a rapidly evolving technological landscape.
❊ Drone Piloting
The module empowers pupils to engage with real-world applications, nurturing their problem-solving and computational thinking abilities while fostering creativity and curiosity. By delving into drone piloting through both block-based and Python coding, students not only develop a foundational understanding of programming but also cultivate a strong sense of digital literacy and adaptability.
STEAM4ALL Open Badges Ecosystem
Open Badges serve as digital representations of various accomplishments, including skills, learning outcomes, achievements, and experiences. They encompass both hard skills, such as knowledge and competences, and soft skills like critical thinking and communication. These badges validate participation, community involvement, official certification, and authorization.
The consortium has designed the ecosystem to promote accessible, quality, digital youth work. With the help of the Open Badges, digital validation certificates are issued for the completion of certain modules and tasks, and the chosen competences are improved.
Download IO2 files ⬇️
- STEAM4ALL Module: 3D Design and Printing (eng 🇬🇧, pdf)
- STEAM4ALL Module: Drone Piloting (eng 🇬🇧, pdf)
TRANSLATION IN PARTNER LANGUAGES:
TRANSLATION IN PARTNER LANGUAGES:
- STEAM4ALL Ökosystem für die Einführung und Nutzung der Open Badges (de 🇩🇪, pdf)
- STEAM4ALL Ecosysteem voor de Implementatie en het Gebruik van de Open Badges (nl 🇳🇱, pdf)
- STEAM4ALL Οικοσυστημα Για Την Εφαρμογη Και Χρηση Των Open Badges (gr 🇬🇷, pdf)
- STEAM4ALL L’ecosistema Per L’implementazione E L’utilizzo Degli Open Badge (it 🇮🇹, pdf)
Intellectual Output 3: Cloud-based Platform and mobile App
e-LEARNING, e-ASSESSMENT, e-COMMUNITY AND e-STEAM4ALL NETWORK
In the course of the project, an accompanying 📱 STEAM4ALL Mobile App was developed in conjunction with the 💻 STEAM4ALL e-learning platform, aimed at facilitating Mobile learning (M-Learning) and enabling seamless access to learning materials in diverse locations and timeframes.
This strategic approach aimed to foster individualized and self-directed learning experiences. The Mobile App was designed to extract pertinent data from the web-based e-learning platform and provide users with a contemporary and user-centric interface through which educational content, assessments, profiles, communication tools, and open badges could be accessed and navigated efficiently.
The impact
- The outcomes of IO3 (PLATFORM/ MOBILE APP) yield significant impacts across multiple stakeholders, including teachers, students, and educational institutions. These products are poised to empower participants and enhance the overall teaching and learning methodologies.
- The assessment tool played a crucial role in monitoring student progress, evaluating skills, and validating achievements through the utilization of Open Badges, thereby promoting transparency and credibility.
- Adhering to quality standards and evidence-based assessment methodologies led to the enhancement of educational practices. Early integration of community links within the project underscored its comprehensive approach.