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Low-tech, High-impact - STEAM Club output
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Created on August 21, 2024
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Innovative STEAM Education Club
Low-tech, High impact
How to make a start with meaningful STEAM at school ?
Collection of inspirational practices and ready-to-use resources for educators shared by members of the ETF "Innovative STEAM Education" Club.
start
Online interactive collection of STEAM scenarios & tools © 2024 by European Training Foundation is licensed under CC BY-SA 4.0
Browse the content & Find out more about key STEAM approach elements
Foster 21st century skills
Roadmap to START
Solve real-world problems
About the Club
Set STEAM vision
Use project-based learning
Support cross-disciplinarity
Use digital technology
Add your practice
team
contributors
Roadmap of the document
START with the Roadmap
It aims:
This document presents....
To inspire everyone who is engaged in STEAM or who is seeking for guidance in STEAM application. To that end, it concentrates on six dimensions (result of a brainstorming session withe Club Members).
A set of supporting materials, tools, refernces and practices in STEAM. All included resources are co-created and shared by the members of the Club. You will find examples of: - ready-to-use tools & learning scenarios, - real-life STEAM application, - inspirational talks about STEAM vision, * It is not an exhaustive guide to STEAM. Take it as an inspiration. Explore - Discover - Create!
It is for:
All who aim to mainstream innovative practices in education, especially those trying to figure out how to implement STEAM:
- Teachers and education staff in formal and non-formal education who wish to introduce a holistic and integrated dimension to their lessons and activities.
- Heads of school who wish to understand the value of integrated STEAM teaching for teachers and students and how they can facilitate its implementation in their schools.
This document is done by the Community of Practitioners...
Members of the ETF New Learning Club "Innovative STEAM Education" - a thematic group of peers, created (in 2024) inside the Community of Innovative Educators.
START with the Roadmap
This collection IS and ISN'T
it responds to current challenges and looks for innovative solutions
inspiration
the unique way to implement STEAM
customisable - users can also add context-specific practice
IMPLEMENT
IDEATE
one-size-fits-all solution
is not an exhaustive list of resources
oriented towards innovation through the interconnected STEAM components
selective - it includes STEAM domains that are new or are receiving increased attention
About the Club
Introduction to the ETF New Learning Club
Innovative STEAM Education
About the Club
About the Club: Innovative STEAM Education
May, July, September
Ongoing
November 2024
April 2024
Next
Preparatory Phase & Launch of the Club
Promotion of the Club by Members at intentational events
Public webinar & presentation of the result
Operational meetings with Club Members
Co-creation and Networking
Read more on OpenSpace: New Learning Club on “Innovative STEAM education”
Club in numbers
idea
idea
147
idea
active members of the Club
idea
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20
idea
inspiring practices from 12 countries
idea
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15
hours of co-creation
About the Club
Learning in a community of practice is not merely the transfer or sharing of knowledge from someone who knows to someone who doesn’t, but an ongoing cycle by which community members generate ideas that they try in practice: they learn further by reflecting on how well their ideas worked—or not.
The stories they tell each other about how they tried something out and what happened as a result are a key learning resource for other members of the community. Do you agree?
Set STEAM vision
idea
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idea
STEAM at school cannot be “initiated” by one single teacher. STEAM should always be teamwork at each level, precisely because of its interdisciplinary cohesion. The team of STEM teachers outlines a learning pathway for itself in cooperation with STEM professionals. Current themes, innovation and a forward-looking vision are key in this.
idea
idea
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Inspired by STEM Framework for Flemish Schools
Set STEAM vision
Meaningful STEM education. Transition from traditional, subject based, linear knowledge-oriented teaching to a STEAM integrated approach
Jo Desutter sharing goodpractice from Katholiek Onderwijs Vlaanderen
Takeaway Message - Key elements of Systematic CHANGE:
To adopt the innovation - teachers need to be systematically involved in co-creating pedagogical practices around STEAM.
Teachers need time to learn to enact new practices, to understand the effect for the students and to learn from own experiences.
Set STEAM vision
EDUSIMSTEAM: fostering STEAM Education in Schools
- How to integrate STEAM programs into the curriculum?
- How to motivate students (parents) in STEAM education?
- What pedagogical approaches are to be adopted?
- How to reorganize teaching and learning practice?
- How to design classroom materials?
- How to assess STEAM skills and competencies?
Guide for Teachers in STEAM scenario development
Result of an EU project coordinated by Republic of Türkiye, Ministry of National Education – General Directorate of Innovation and Educational Technologies (MoNE DGIET)
shared by Serpil Çürük
Set STEAM vision
STE(A)M teaching
What are the pedagogical approaches that promoteSTEM integration?
Framework for integrated STEM teaching offering knowledge and theory, resources, and guidance to support the endeavour of revolutionising STEM teaching for the 21st century.
Framework & other resources
Result of an EU project coordinated by European Schoolnet (Belgium) in partnership with Istituto Nazionale di Documentazione, Innovazione e Ricerca Educativa (INDIRE) (Italy), Università Telematica degli Studi IUL (Italy), Ministry Of Science And Education Of The Republic Of Croatia (Croatia), Ministério da Educação – Direção-Geral da Educação (DGE) (Portugal) and University Of Cyprus
shared by Jessica Niewint-Gori, INDIRE
Set STEAM vision
FullSteamAhead
WHY is de-gendering of STEM necessary in education?
Training platform for teachers in secondary education. Here you can find material, in-class application pathways and tools for teaching STEAM.
Click to explore the PLATFORM
Click to explore the Handbook for teachers: Integrated STEAM teaching
FULL STEAM AHEAD, “De-gendering STEM through STE(A)M and creative thinking in secondary education” is an ERASMUS+ KA2 (Project number 2021-1-HR01-KA220- SCH-000027733).
shared by Marta Tybura, STEPS
Use digital technology
Learning scenario
Write a title here
From Physical to Digital – Curating a Virtual Exhibition
METHODOLOGY: Project-based learning CROSS-CURRICULAR: Visual Arts, Science, History, Computer Science
+ info
The Moraitis School, Athens, Greece
Use digital technology
Inspiring practice
Game development and learning assessment. Learn from Hedia about the impact of the game-creation process on students’ learning.
Hedia Mhiri Sellami
The effectiveness of the game: when it is well designed, It can promote learning while engaging players.
Use digital technology
Inspiring practice
Nino Chipashvili
Example of a STEAM Club in Georgia Students work on projects where they integrate the knowledge acquired in different subjects. Within the club, they learn 2D and 3D modeling, key elements of programming & develop 21st century skills.
Facebook page of the Club
Nino is the leader of the STEAM club, created with the support of school management. "We think of strengthening STEAM education, as the learning process with the use of technology becomes easier and more fun".
Solve real-world problems
Inspiring practice
Zebo Isakova
STEAM Interactive Lab Spaces (SILS) as interactive laboratories within schools that allow students to engage directly with real-world STEAM challenges.
IDLP stands out due to interactive learning environment that goes beyond conventional teaching methods.
Solve real-world problems
Practice & Tools
Take an inspiration from the practice of Saeda.Explore digital tools that can be effectively used in STEAM education to develop 21st-century skills like critical thinking, creativity, communication, and collaboration.
How to engage students in project based learning , where they design a prototype of a solution to a real world problems?
METHODOLOGY: problem and project-based learning
Practice shared by Saeda Abu Halaweh
Solve real-world problems
Learning scenario
Making a model to explain the pollination process using materials considered unnecessary
METHODOLOGY: problem and project-based learningCROSS-CURRICULAR: Technology, Fine arts, Biology
Practice shared by Gunel Mustafayeva
Foster 21st century skills
Learning scenario
Encourage development of self-knowledge and self-expression skills through making zines about women in science
METHODOLOGY: inquiry, group work CROSS-CURRICULAR: Literature, English language, Music, History
Practice shared by Ekonomska škola “Braća Radić”, Croatia
Foster 21st century skills
Good practice on STEAM as Inclusive Education
Fostering Interculcural Communication & awareness
STEM Stands Together is an initiative that focuses on students from different cultures and language backgrounds breaking communication barriers using the STEM approach as a common language.
Practice shared by Selçuk Yusuf ARSLAN
Use project-based learning
Learning scenario
Planning STEAM lessons with available minimal resources
METHODOLOGY: problem and project-based learning, Design Thinking CROSS-CURRICULAR: Physics, Biology, Chemistry, Mathematics, Geography
Practice shared by Mamuka Apakidze
Use project-based learning
Learning scenario
Write a title here
Bring The Sea into our School
METHODOLOGY: Project-based learning; Outdoor Education; Game Based Learning & Gamification CROSS-CURRICULAR: Physics, Geography, Biology, Technology
+ info
Gunel Mustafayeva
Use project-based learning
Learning scenario
Write a title here
Renewable Life
METHODOLOGY: Project-based learning CROSS-CURRICULAR: Physics, Technology
+ info
Gülcan Parlamış
Use project-based learning
Learning scenario
Write a title here
Reduce, reuse, recycle - things that you can do to help the planet
METHODOLOGY: Project-based learning CROSS-CURRICULAR: Biology, Ecology, Technology
+ info
Guler Bayramova
Support cross-disciplinarity
Inspiring practice:
Eco-STEAM Outdoor Learning Environments (Eco-STEAM OLE)
An example of how to teach STEAM across the curriculum (combining two or more STEAM subjects into a joint learning experience).
Innovative elements:
- Eco-STEAM OLEs are innovative because they transform natural ecosystems into living laboratories.
- It integrates hands-on, experiential learning with traditional classroom instruction.
- It allows students to engage directly with their environment, applying STEAM principles to solve real-world environmental challenges
shared by Zebo Isakova
Support cross-disciplinarity
Inspiring practice
Shared by Medea Abramishvili
STEAM!t Explore. Discover. Create
An example of practical introduction of STEAM in Georgia with application of STEM/STEAM kits produced by "STEAMit." The authors believe that a STEAM kit should adhere to key STEAM teaching principles, which encompass motivating students to consider the practical uses of the product, incorporating an engineering design, centering on real-world issues, cultivating both technical and interpersonal skills, integrating various disciplines, supporting STEAM careers.
Introduction of STEAM as a mandatory subject at a private school in Georgia was a collaborative endeavor.
Support cross-disciplinarity
educational resources
Educational material related to AI, within authentic STEM contexts
TOPICS: AI and Climate Change, Social Robotics, Language Technology, AI in the Arts, AI in Agriculture and Horticulture, and AI in Healthcare.
METHODOLOGY: problem and project-based learning
Practice shared by Natacha Gesquiere
Add practice
Share your practice with the Community
Click HERE to share your practcie
Eligible practices will be included in the ETF database and will be promoted through the community activities. All proponents of eligible practices will be awarded with an Open Badge as "ETF Community Pioneer".
Thanks
Contributors
Many thanks!
ETF works with 28 partner countries, mostly in the context of the EU's enlargement and neighbourhood policies.
Team
Content Leaders
Merab Labadze
Medea Abramishvili
Monitoring: ETF
Fabio Nascimbeni
Ermina Martini
Content Design&Facilitation: STEPS
Roberto Righi
Marta Tybura
Ideated & designed by:STEPS for ETF "Innovative STEAM Education" Club
for your contribution
Thanks
Online interactive collection of STEAM scenarios & tools © 2024 by European Training Foundation is licensed under CC BY-SA 4.0
Role of the Club
The New Learning Club is ideated as a space to grow and inspire STEAM practitioners.
Aim of the collection
Innovative STEAM Education
This booklet provides direction for teachers/educators who want to make a start with STEAM at school and in the classroom. What is presented here is intended to capture the core of STEAM. We wish you great success and joy in using it.
Learning scenario
Renewable Life
How to bring solar energy and construct a water tank in our houses? Know more: HERE
Learning scenario
Resources available on ETF Open Space platform
Find HERE the detailed LESSON PLAN Step 1 – The Idea – Duration 25 min Step 2 – Activity - Create a Mock Museum Blueprint – 25 min Step 3 – Activity - Build a Mock Museum – 40 min Step 4 – From Physical to Digital – Let’s Visit a Digital Museum – 40 min Step 5 – Activity - Design a Digital Museum - Learn how to use 3D design software – Duration 120 min Step 6 – Activity - Design a Digital Museum – Spatial – Duration 40 min Step 7 – Explore – Duration 40 min
- Generate experiences with your content.